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Engine

Struct Engine 

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pub struct Engine { /* private fields */ }
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Executes a set of rules against a pre-built FileIndex.

The engine owns a RuleRegistry so cross-file rules (e.g. for_each_dir) can build nested rules on demand during evaluation. Optional facts and vars (set via the builder chain) are evaluated at run time and threaded into each rule’s Context and into the when expression evaluator that gates rules.

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impl Engine

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pub fn new(rules: Vec<Box<dyn Rule>>, registry: RuleRegistry) -> Self

Backward-compatible: wrap each rule in a RuleEntry with no when.

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pub fn from_entries(entries: Vec<RuleEntry>, registry: RuleRegistry) -> Self

Construct from rule entries (each carrying an optional when).

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pub fn with_fix_size_limit(self, limit: Option<u64>) -> Self

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pub fn with_facts(self, facts: Vec<FactSpec>) -> Self

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pub fn with_vars(self, vars: HashMap<String, String>) -> Self

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pub fn with_changed_paths(self, set: HashSet<PathBuf>) -> Self

Restrict evaluation to the given set of paths (relative to the alint root). Per-file rules see a FileIndex filtered to only these paths; rules that override Rule::requires_full_index (cross-file + existence rules) still see the full index but are skipped when their Rule::path_scope doesn’t intersect the set.

An empty set short-circuits to a no-op report — there’s nothing to lint. Pass None (or omit) to disable --changed semantics entirely.

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pub fn rule_count(&self) -> usize

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pub fn run(&self, root: &Path, index: &FileIndex) -> Result<Report>

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pub fn fix( &self, root: &Path, index: &FileIndex, dry_run: bool, ) -> Result<FixReport>

Evaluate every rule and apply fixers for their violations. Fixes run sequentially — rules whose fixers touch the filesystem must not race. Rules with no fixer contribute FixStatus::Unfixable entries so the caller sees them in the report. Rules that pass (no violations) are omitted from the result, same as Engine::run’s usual behaviour.

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impl Debug for Engine

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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