#framework #utility #gamedev #error-logging

macro node_tree_derive

Provides the NodeSys macro for the node_tree crate

12 releases (7 breaking)

0.8.0 Nov 14, 2024
0.7.0 Nov 9, 2024
0.6.1 Oct 31, 2024
0.5.1 Sep 23, 2024
0.1.2 Apr 8, 2024

#69 in #error-logging

Download history 79/week @ 2024-08-30 177/week @ 2024-09-06 40/week @ 2024-09-13 531/week @ 2024-09-20 83/week @ 2024-09-27 8/week @ 2024-10-04 5/week @ 2024-10-11 143/week @ 2024-10-25 101/week @ 2024-11-01 196/week @ 2024-11-08 60/week @ 2024-11-15 5/week @ 2024-11-22 23/week @ 2024-11-29 34/week @ 2024-12-06

198 downloads per month
Used in node_tree

MIT/Apache

510KB
728 lines

NodeTree

Static Badge Crates.io Version Static Badge Crates.io License

NodeTree is a framework to create large scalable programs and games through a tree of processes. Each process is fully autonomous and is capable of storing its own state or data, and communicating with other processes. These processes are known as Nodes.

⚠️WARNING⚠️
This crate is in early development. Beware of possible bugs or safety violations.

Getting Started!

Simply either run cargo add node_tree at the terminal directed towards the directory of your project, or add node_tree = X.X to your cargo.toml file.

To begin creating a program in Rust that utilizes a NodeTree, we must first create a root Node. In order to reduce boilerplate, we will use the included class! macro to implement the required Dynamic, NodeAbstract, and Node traits.

use node_tree::prelude::*;


class! {
    dec NodeA;

    // Fields are declared as such:
    let given_name: String;
    
    // Overrideable system functions are known as hooks and start with `hk`.

    /// Constructors are declared via `_init()`. These will automatically generate a
    // `new()` function.
    hk _init(given_name: String) {} // Fields are initialized by introducing a variable
                                    // of the same name into scope.
    
    /// Runs right before the `ready()` function for a `Node` that was loaded from the disk,
    /// when said node is added back to the scene tree.
    hk loaded(&mut self) {
        // Run set up code here...
    }

    /// Runs once the Node is added to the NodeTree.
    hk ready(&mut self) {

        // To show off how you could add children nodes.
        if self.depth() < 3 {
            let new_depth: usize = self.depth() + 1;
            
            self.add_child(NodeA::new(format!("{}_Node", new_depth)));
            self.add_child(NodeA::new(format!("{}_Node", new_depth)));
            self.add_child(NodeA::new(format!("{}_Node", new_depth)));
        }

        if self.is_root() {
            println!("{:?}", self.children());
        }
    }

    /// Runs once per frame. Provides a delta value in seconds between frames.
    hk process(&mut self, delta: f32) {

        // Example of using the delta value to calculate the current framerate.
        println!("{} | {}", self.name(), 1f32 / delta);

        // Using the NodePath and TreePointer, you can reference other nodes in the NodeTree from this node.
        if self.is_root() {
            match self.get_node::<NodeA>(NodePath::from_str("1_Node/2_Node1/3_Node2")).to_option() {
                Some(node) => println!("{:?}", node),
                None       => ()
            }
        }

        // Nodes can be destroyed. When destroyed, their references from the NodeTree are cleaned up as well.
        // If the root node is destroyed, then the program automatically exits. (There are other ways to
        // terminate the program such as the queue_termination() function on the NodeTree instance).
        if self.children().is_empty() {
            self.free();   // We test the progressive destruction of nodes from the tip of the tree
                           // to the base.
        }
    }

    /// Runs once a Node is removed from the NodeTree, whether that is from the program itself terminating or not.
    hk terminal(&mut self, reason: TerminationReason) {}   // We do not do anything here for this example.

    /// Returns this node's process mode.
    /// Each process mode controls how the process() function behaves when the NodeTree is paused or not.
    /// (The NodeTree can be paused or unpaused with the pause() or unpause() functions respectively.)
    hk process_mode(&self) -> ProcessMode {
        ProcessMode::Inherit    // We will return the default value, which inherits the behaviour from
                                // the parent node.
    }
}

Finally, in order to activate our NodeTree, we must instance the root Node and feed it into the NodeTree constructor.

// ...previous implementations
use node_tree::trees::tree_simple::TreeSimple;


fn main() -> () {

    // Create the tree.
    let root: NodeA           = NodeA::new("Root".to_string());
    let tree: Box<TreeSimple> = TreeSimple::new(root, LoggerVerbosity::NoDebug);

    // Begin operations on the tree.
    while tree.process().is_active() {}
}

Node Scenes

You may also input a NodeScene when initializing a NodeTree or adding a child via add_child:

use node_tree::prelude::*;


let child_scene: NodeScene = scene! {
    NodeA("2_Node", 3) { // Arguments can be fed right in the scene! macro.
        NodeA("3_Node", 4),
        NodeA("3_Node", 5),
        NodeA("3_Node", 6) {
            NodeA("4_Node", 7),
            NodeA("4_Node", 8)
        }
    }
};
let parent_scene: NodeScene = scene! {
    NodeA("1_Node", 2) {
        $child_scene, // You can use `$` to reference other scenes as children.
        $child_scene,
        $child_scene,
    }
};
let scene: NodeScene = scene! {
    NodeA("Root", 1) {
        $parent_scene,
        $parent_scene,
        $parent_scene,
    }
};

// Scenes can also be cloned, stored, and reused.
// 
// # Note
// Saved node scenes are stored in .scn files, with a toml format.
let cloned_scene: NodeScene = scene.clone();
    cloned_scene.save(Path::new(""), "foo").unwrap(); // Pass the directory and the scene name.
let loaded_scene: NodeScene = NodeScene::load(Path::new("foo.scn")).unwrap();

// A built in hashing function allows for structural integrity of scenes to be checked.
// (`NodeScene` has a custom implementation for `std::hash::Hash`.)
// 
// # Note
// This only hashes the tree's layout, note types, and ownership.
// This does not hash or keep any reference to the node's fields.
assert_eq!(scene.structural_hash(), loaded_scene.structural_hash());

Logging

Logging is also supported. Here is an example setup with an output of a warning and a crash. Note that the crash header/footer are customizable, and that the output is actually colored in a real terminal.

use node_tree::prelude::*;
use node_tree::trees::tree_simple::TreeSimple;


class! {
    dec NodeA;

    hk ready(&mut self) {
        if self.depth() == 2 && self.name() == "NodeA1" {
            self.post(Log::Warn("Failed to Initialize!"));
        }
        
        if self.depth() == 1 && self.name() == "NodeA" {
            self.get_node::<NodeA>(NodePath::from_str("Foo/Bar")).unwrap();
        }
    }
}


fn main() {
    let scene: NodeScene = scene! {
        NodeA {
            NodeA,
            NodeA,
            NodeA {
                NodeA,
                NodeA,
                NodeA
            }
        }
    };

    let mut tree: Box<TreeSimple> = TreeSimple::new(scene, LoggerVerbosity::All);
    while !tree.process().has_terminated() {}
}

Signals

Signals are introduced in order to allow for easy communication between various nodes. An example is shown below:

use node_tree::prelude::*;
use node_tree::trees::TreeSimple;


class! {
    dec NodeA;
    
    sig on_event(count: u8);
    
    let count: u8 = 0;
    
    hk ready(&mut self) {
        let child: Tp<NodeB> = self.get_child(0).unwrap();
        connect! { on_event -> child.listener }; // You can also use `~>` which designates a one-shot connection!
    }
    
    hk process(&mut self, _delta: f32) {
        self.on_event.emit(self.count);
        self.count += 1;
    }
}


class! {
    dec NodeB;

    fn listener(&self, count: &u8) {
        if *count == 3 {
            panic!("This was successful!");
        }
    }
}


fn main() {
    let scene: NodeScene = scene! {
        NodeA {
            NodeB
        }
    };

    let mut tree: Box<TreeSimple> = TreeSimple::new(scene, LoggerVerbosity::All);
    while tree.process().is_active() {}
}

About Cloning

All nodes are expected to implement the Clone trait since there are a few implementations that depend on it, such as NodeScene. However, it is possible to mark a field of a node so that it either has a special clone attribute or is uncloneable via provided types by this crate:

use node_tree::prelude::{ Doc, Eoc, Voc }; // All of these types implement Deref & DerefMut!

#[derive(Debug, Clone, Abstract)]
pub struct SpecializedNode {
    base:   NodeBase,
    resets: Doc<YourUniqueTypeHere>,  // Grabs the ::default() of your type when cloned!
    errors: Eoc<YourUncloneableType>, // Panics when cloned! Good as an assertion.
    voids:  Voc<YourUnownableType>    // Doesn't panic when cloned, but the cloned copy is unusable.
}

Supported Features

  • glam - Enables support with glam's (v0.29.*) types when it comes with saving and loading.

Highlights

  • 🏗️ An easy abstraction framework for different processes to communicate and interact with each other in a scalable manner. Inspired by Godot!
  • ⏯️ The ability to pause() and unpause() the NodeTree, and fine tune individual Node behaviours for when a tree is paused/unpaused.
  • 📡 Various methods to communicate with other nodes, such as owner(), parent(), get_child(), children(), and get_node(), as well as methods to automate the process such as signals.
  • 🔗 An abstracted smart pointer known as Tp<T> and TpDyn which clones implicitly to reduce syntax noise and allows for low boilerplate.
  • 📚 A caching system hosted on the NodeTree to act as a safe interface to ensure Tp<T>/TpDyn soundness, and increase performance!
  • 👪 The ability to manage nodes with add_child() and remove_child().
  • 📝 Includes a dynamic logging and error handling system that is deeply integrated with the node framework.
  • 🌲 Allows for the direct referencing of the NodeTree through a node's root() function.
  • 📜 Includes functionality to save, load and handle individual node scenes, such as the handy visual macro scene!.

Dependencies

~1.5MB
~38K SLoC