#downcasts #enum-variant #enums #pattern-matching #type-safety #match-variant

dtype_variant

Enables type-safe enum variants with shared type tokens across multiple enums, allowing for synchronized variant types and powerful downcasting capabilities between related enums

10 releases

Uses new Rust 2024

0.0.13 Jun 17, 2025
0.0.12 Apr 28, 2025

#393 in Rust patterns

Download history 494/week @ 2025-04-09 279/week @ 2025-04-16 220/week @ 2025-04-23 31/week @ 2025-04-30 17/week @ 2025-05-07 14/week @ 2025-05-14 73/week @ 2025-06-11 59/week @ 2025-06-18 5/week @ 2025-06-25

137 downloads per month

MIT license

44KB
593 lines

dtype_variant

A Rust derive macro for creating type-safe enum variants with powerful downcasting capabilities and flexible token management. Build robust data processing pipelines with compile-time type safety and zero runtime overhead.

✨ Features

  • 🏠 Local or Shared Tokens: Generate variant tokens locally or share them across multiple enums
  • 🔄 Three-way Downcasting: Owned, reference, and mutable reference downcasting with lifetime safety
  • đŸ—ī¸ Struct Variants: Full support for named field variants with generated wrapper types
  • đŸ“Ļ Container Support: Optional container type support (e.g., Vec, Box) for variant data
  • 🔒 Compile-time Safety: Type-safe operations with compile-time validation
  • đŸŽ¯ Pattern Matching: Powerful generated macros for ergonomic variant handling
  • 🔗 Grouped Matching: Match related variants together by logical categories
  • đŸ› ī¸ Constraint Traits: Enforce trait bounds on variant types

🚀 Quick Start

The simplest way to get started - no external token definitions needed:

use dtype_variant::DType;

#[derive(DType, Debug)]
#[dtype(matcher = match_data)]
enum ProcessingData {
    Numbers(Vec<i32>),
    Text(String),
    Metadata { version: u32, tags: Vec<String> },
}

fn main() {
    let data = ProcessingData::Numbers(vec![1, 2, 3, 4, 5]);
    
    // Type-safe downcasting - no boilerplate needed!
    if let Some(numbers) = data.downcast_ref::<NumbersVariant>() {
        println!("Sum: {}", numbers.iter().sum::<i32>());
    }
    
    // Generated pattern matching
    match_data!(data, ProcessingData<Token> => {
        println!("Processing data variant");
    });
}

đŸŽ¯ Real-World Example: Game Event System

Here's a compelling example showing how dtype_variant solves real problems in game development:

use dtype_variant::DType;
use std::collections::HashMap;

// No external tokens needed - they're generated automatically!
#[derive(DType, Debug, Clone)]
#[dtype(matcher = match_game_event)]
#[dtype_grouped_matcher(name = match_by_priority, grouping = [
    Critical(PlayerDeath | ServerCrash),
    Normal(PlayerMove | ChatMessage | ItemPickup),
    Info(PlayerConnect | PlayerDisconnect)
])]
#[dtype_grouped_matcher(name = match_by_category, grouping = [
    Player(PlayerMove | PlayerConnect | PlayerDisconnect | PlayerDeath),
    System(ServerCrash | ItemPickup),
    Communication(ChatMessage)
])]
enum GameEvent {
    // Struct variants with named fields
    PlayerMove { player_id: u32, x: f32, y: f32 },
    PlayerDeath { player_id: u32, cause: String },
    
    // Tuple variants
    ChatMessage(String),
    ItemPickup(u32), // item_id
    
    // Unit variants
    PlayerConnect,
    PlayerDisconnect,
    ServerCrash,
}

// Event processor with type-safe handling
struct EventProcessor {
    player_positions: HashMap<u32, (f32, f32)>,
    death_count: u32,
}

impl EventProcessor {
    fn process_event(&mut self, event: &GameEvent) {
        // Demonstrate multiple grouped matchers
        let priority = match_by_priority!(event.clone(), {
            Critical: GameEvent<T, Variant>(inner) => { "🚨 CRITICAL" },
            Normal: GameEvent<T, Variant>(inner) => { "📝 Normal" },
            Info: GameEvent<T, Variant>(inner) => { "â„šī¸  Info" },
        });
        
        let category = match_by_category!(event.clone(), {
            Player: GameEvent<T, Variant>(inner) => { "Player action" },
            System: GameEvent<T, Variant>(inner) => { "System event" },
            Communication: GameEvent<T, Variant>(inner) => { "Communication" },
        });
        
        println!("{} {} - {:?}", priority, category, event);
        
        // Type-safe downcasting for specific event types
        if let Some(movement) = event.downcast_ref::<PlayerMoveVariant>() {
            self.player_positions.insert(
                *movement.player_id, 
                (*movement.x, *movement.y)
            );
            println!("  → Player {} moved to ({:.1}, {:.1})", 
                     *movement.player_id, *movement.x, *movement.y);
        }
        
        if let Some(death) = event.downcast_ref::<PlayerDeathVariant>() {
            self.death_count += 1;
            self.player_positions.remove(death.player_id);
            println!("  → Player {} died: {}", *death.player_id, death.cause);
        }
        
        if let Some(chat) = event.downcast_ref::<ChatMessageVariant>() {
            println!("  → Chat: '{}'", chat);
        }
        
        // Handle critical events with emergency procedures
        match event {
            GameEvent::ServerCrash => {
                println!("  → đŸ’Ĩ SERVER CRASH! Initiating emergency shutdown...");
            },
            _ => {}
        }
    }
    
    // Generic event analyzer using pattern matching
    fn analyze_event(&self, event: &GameEvent) -> String {
        match_game_event!(event, GameEvent<Token> => {
            format!("Event type: {:?}", std::any::type_name::<Token>())
        })
    }
    
    // Demonstrate mutable operations
    fn sanitize_chat_messages(&self, events: &mut Vec<GameEvent>) {
        for event in events {
            if let Some(chat_msg) = event.downcast_mut::<ChatMessageVariant>() {
                *chat_msg = chat_msg
                    .replace("badword", "***")
                    .replace("spam", "[filtered]");
            }
        }
    }
}

fn main() {
    let mut processor = EventProcessor::new();
    
    let mut events = vec![
        GameEvent::PlayerConnect,
        GameEvent::PlayerMove { player_id: 1, x: 10.5, y: 20.3 },
        GameEvent::ChatMessage("Hello everyone!".to_string()),
        GameEvent::ItemPickup(42),
        GameEvent::ChatMessage("This contains a badword!".to_string()),
        GameEvent::PlayerDeath { player_id: 2, cause: "fell into lava".to_string() },
        GameEvent::ServerCrash,
    ];
    
    // Process events with comprehensive logging
    for event in &events {
        processor.process_event(event);
    }
    
    // Demonstrate chat sanitization
    println!("Before sanitization:");
    for event in &events {
        if let Some(chat) = event.downcast_ref::<ChatMessageVariant>() {
            println!("  '{}'", chat);
        }
    }
    
    processor.sanitize_chat_messages(&mut events);
    
    println!("After sanitization:");
    for event in &events {
        if let Some(chat) = event.downcast_ref::<ChatMessageVariant>() {
            println!("  '{}'", chat);
        }
    }
    
    // Advanced analysis with multiple grouped matchers
    for event in &events {
        let priority = match_by_priority!(event.clone(), {
            Critical: GameEvent<T, Variant>(inner) => { "Critical" },
            Normal: GameEvent<T, Variant>(inner) => { "Normal" },
            Info: GameEvent<T, Variant>(inner) => { "Info" },
        });
        
        let category = match_by_category!(event.clone(), {
            Player: GameEvent<T, Variant>(inner) => { "Player" },
            System: GameEvent<T, Variant>(inner) => { "System" },
            Communication: GameEvent<T, Variant>(inner) => { "Communication" },
        });
        
        println!("{} | {} | {:?}", priority, category, event);
    }
}

This example demonstrates:

  • Zero Boilerplate: No manual token definitions needed - tokens generated automatically
  • Multiple Grouped Matchers: Both priority-based and category-based event classification
  • Struct Variants: Rich event data with named fields and proper field access
  • Type-Safe Downcasting: Reference, mutable, and owned downcasting with lifetime safety
  • Comprehensive Event Processing: Real-world game server patterns and state management
  • Mutable Operations: Safe batch mutation through mutable references
  • Advanced Pattern Matching: Generic matching that works across all variant types
  • Emergency Handling: Critical event processing with automated procedures

📖 Core Concepts

Local vs Shared Tokens

Local Tokens (Recommended for Most Cases):

#[derive(DType)]
#[dtype(matcher = match_data)]  // No shared_variant_zst_path needed!
enum MyData {
    Text(String),
    Numbers(Vec<i32>),
}
// Tokens `TextVariant` and `NumbersVariant` are generated automatically

Shared Tokens (For Multi-Enum Synchronization):

use dtype_variant::build_dtype_tokens;

// Define shared tokens once
build_dtype_tokens!([Text, Numbers]);

#[derive(DType)]
#[dtype(shared_variant_zst_path = self, matcher = match_data)]
enum MyData {
    Text(String),
    Numbers(Vec<i32>),
}

#[derive(DType)]
#[dtype(shared_variant_zst_path = self, matcher = match_processed)]
enum ProcessedData {
    Text(String),      // Same TextVariant token
    Numbers(Vec<f64>), // Same NumbersVariant token, different data type
}

Three-Way Downcasting

dtype_variant provides three separate downcasting methods with proper lifetime safety:

#[derive(DType)]
#[dtype(matcher = match_data)]
enum MyData {
    Text(String),
    Config { host: String, port: u16 },
}

let data = MyData::Text("hello".to_string());

// 1. Reference downcasting (most common)
let text_ref: Option<&String> = data.downcast_ref::<TextVariant>();

// 2. Mutable reference downcasting
let mut data = MyData::Text("hello".to_string());
let text_mut: Option<&mut String> = data.downcast_mut::<TextVariant>();

// 3. Owned downcasting (consumes the enum)
let text_owned: Option<String> = data.downcast::<TextVariant>();

// Struct variants return wrapper types with named field access
let config = MyData::Config { host: "localhost".to_string(), port: 8080 };
if let Some(config_ref) = config.downcast_ref::<ConfigVariant>() {
    println!("Host: {}, Port: {}", config_ref.host, *config_ref.port);
}

Struct Variants Support

Full support for struct variants with generated wrapper types:

#[derive(DType)]
#[dtype(matcher = match_user)]
enum UserEvent {
    Login { username: String, timestamp: u64 },
    Logout { username: String },
    UpdateProfile { username: String, email: String, age: u32 },
}

let event = UserEvent::Login { 
    username: "alice".to_string(), 
    timestamp: 1234567890 
};

// Returns UserEventLoginRef<'_> with field access
if let Some(login) = event.downcast_ref::<LoginVariant>() {
    println!("User {} logged in at {}", login.username, *login.timestamp);
}

// Owned downcasting returns UserEventLoginFields with owned data
if let Some(login_data) = event.downcast::<LoginVariant>() {
    println!("Owned data: {} at {}", login_data.username, login_data.timestamp);
}

🔧 Configuration Options

#[derive(DType)]
#[dtype(
    shared_variant_zst_path = path::to::tokens,  // Optional: Path to shared tokens
    matcher = match_my_enum,                     // Optional: Generated matcher macro name
    container = Vec,                             // Optional: Container type for variants
    constraint = Display,                        // Optional: Trait constraint
    skip_from_impls = false                      // Optional: Skip From implementations
)]
enum MyEnum {
    // variants...
}

Grouped Variant Matching

Create logical groupings of variants for powerful pattern matching:

#[derive(DType)]
#[dtype(matcher = match_data)]
#[dtype_grouped_matcher(name = match_by_type, grouping = [
    Numeric(Integer | Float),
    Textual(Text | Json),
    Binary(Bytes | Image)
])]
enum ProcessingData {
    Integer(i64),
    Float(f64),
    Text(String),
    Json(serde_json::Value),
    Bytes(Vec<u8>),
    Image { width: u32, height: u32, data: Vec<u8> },
}

let data = ProcessingData::Float(3.14159);

let category = match_by_type!(data, {
    Numeric: ProcessingData<T, Variant>(value) => {
        format!("Processing numeric data of type {}", std::any::type_name::<T>())
    },
    Textual: ProcessingData<T, Variant>(value) => {
        format!("Processing text data")
    },
    Binary: ProcessingData<T, Variant>(_) => {
        format!("Processing binary data")
    }
});

// Note: For reference-only access, use `&data` instead of consuming:
// match_by_type!(&data, { ... })

đŸ› ī¸ Advanced Features

Container Types

Wrap variant data in container types:

#[derive(DType)]
#[dtype(container = Vec, constraint = Clone)]
enum BatchData {
    Numbers(Vec<i32>),    // Inner type: i32, Full type: Vec<i32>
    Text(Vec<String>),    // Inner type: String, Full type: Vec<String>
}

Trait Constraints

Ensure all variant types implement specific traits:

trait Processable {
    fn process(&self) -> String;
}

impl Processable for i32 {
    fn process(&self) -> String { self.to_string() }
}

impl Processable for String {
    fn process(&self) -> String { self.clone() }
}

#[derive(DType)]
#[dtype(constraint = Processable, matcher = match_processable)]
enum ProcessableData {
    Number(i32),
    Text(String),
}

fn process_any(data: &ProcessableData) -> String {
    match_processable!(data, ProcessableData<T, Token>(value) => {
        value.process()  // Guaranteed to work due to constraint
    })
}

đŸ“Ļ Installation

Add to your Cargo.toml:

[dependencies]
dtype_variant = "0.0.12"

🤝 Contributing

Contributions are welcome! Please feel free to submit a Pull Request.

📄 License

MIT

🙏 Acknowledgements

This project was inspired by dtype_dispatch, which provides similar enum variant type dispatch functionality.

Dependencies

~3MB
~71K SLoC