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//! Implementation of a highly-scalable and ergonomic actor model for Rust //! # Axiom //! //! Axiom brings a highly-scalable actor model to the Rust language based on the many lessons //! learned over years of Actor model implementations in Akka and Erlang. Axiom is, however, //! not a direct re-implementation of either of the two aforementioned actor models but //! rather a new implementation deriving inspiration from the good parts of those models. //! //! # Getting Started //! //! *An actor model is an architectural asynchronous programming paradigm characterized by the use //! of actors for all processing activities.* //! //! Actors have the following characteristics: //! 1. An actor can be interacted with only by means of messages. //! 2. An actor processes only one message at a time. //! 3. An actor will process a message only once. //! 4. An actor can send a message to any other actor without knowledge of that actor's internals. //! 5. Actors send only immutable data as messages, though they may have mutable internal state. //! 6. Actors are location agnostic; they can be sent a message from anywhere in the cluster. //! //! Note that within the language of Rust, rule five cannot be enforced by Rust but is a best //! practice which is important for developers creating actors based on Axiom. In Erlang and //! Elixir rule five cannot be violated because of the structure of the language but this also //! leads to performance limitations. It's better to allow internal mutable state and encourage //! the good practice of not sending mutable state as messages. //! //! What is important to understand is that these rules combined together makes each actor operate //! like a micro-service in the memory space of the program using them. Since actor messages are //! immutable, actors can trade information safely and easily without copying large data //! structures. //! //! Although programming in the actor model is quite an involved process you can get started with //! Axiom in only a few lines of code. //! //! ```rust //! use axiom::*; //! use std::sync::Arc; //! //! let system = ActorSystem::create(ActorSystemConfig::default()); //! system.init_current(); // Needed to call from outside of actor system threads. //! //! let aid = system.spawn( //! 0 as usize, //! |_state: &mut usize, _aid: ActorId, message: &Message| Status::Processed, //! ); //! //! aid.send(Message::new(11)); //! ``` //! //! This code creates an actor system, spawns an actor and finally sends the actor a message. //! That is really all there is to it but of course it doesn't end there. If you want to create //! an actor with a struct that is simple as well. Let's create one that handles a couple of //! different message types: //! //! ```rust //! use axiom::*; //! use std::sync::Arc; //! //! let system = ActorSystem::create(ActorSystemConfig::default()); //! system.init_current(); // Needed to call from outside of actor system threads. //! //! struct Data { //! value: i32, //! } //! //! impl Data { //! fn handle_bool(&mut self, _aid: ActorId, message: &bool) -> Status { //! if *message { //! self.value += 1; //! } else { //! self.value -= 1; //! } //! Status::Processed // This assertion will fail but we still have to return. //! } //! //! fn handle_i32(&mut self, _aid: ActorId, message: &i32) -> Status { //! self.value += *message; //! Status::Processed // This assertion will fail but we still have to return. //! } //! //! fn handle(&mut self, aid: ActorId, message: &Message) -> Status { //! if let Some(msg) = message.content_as::<bool>() { //! self.handle_bool(aid, &*msg) //! } else if let Some(msg) = message.content_as::<i32>() { //! self.handle_i32(aid, &*msg) //! } else { //! assert!(false, "Failed to dispatch properly"); //! Status::Stop // This assertion will fail but we still have to return. //! } //! } //! } //! //! let data = Data { value: 0 }; //! let aid = system.spawn( data, Data::handle); //! //! aid.send(Message::new(11)); //! aid.send(Message::new(true)); //! aid.send(Message::new(true)); //! aid.send(Message::new(false)); //! ``` //! //! This code creates an actor out of an arbitrary struct. Since the only requirement to make //! an actor is to have a function that is compliant with the [`axiom::actors::Processor`] trait, //! anything can be an actor. If this struct had been declared somewhere outside of your control //! you could use it in an actor as state by declaring your own handler function and making the //! calls to the 3rd party structure. //! //! *It's important to keep in mind that the starting state is moved into the actor and you //! will not have external access to it afterwards.* This is by design and although you could //! conceivably use a [`std::sync::Arc`] to a structure as state, that would definitely be a bad //! idea as it would break the rules we laid out for actors. //! //! There is a lot more to learn and explore and your best resource is the test code for Axiom. //! The developers have a belief that test code should be well architected and well commented to //! act as a set of examples for users of Axiom. //! pub mod actors; pub mod message; pub use crate::actors::ActorError; pub use crate::actors::ActorId; pub use crate::actors::ActorSystem; pub use crate::actors::ActorSystemConfig; pub use crate::actors::Status; pub use crate::actors::SystemMsg; pub use crate::message::Message; #[cfg(test)] mod tests { use super::*; use log::LevelFilter; use serde::{Deserialize, Serialize}; pub fn init_test_log() { let _ = env_logger::builder() .filter_level(LevelFilter::Debug) .is_test(true) .try_init(); } #[derive(Serialize, Deserialize)] enum PingPong { Ping(ActorId), Pong, } fn ping(_state: &mut usize, aid: ActorId, message: &Message) -> Status { if let Some(msg) = message.content_as::<PingPong>() { match &*msg { PingPong::Pong => { ActorSystem::current().trigger_shutdown(); Status::Processed } _ => panic!("Unexpected message"), } } else if let Some(msg) = message.content_as::<SystemMsg>() { // start messages happen only once so we keep them last. match &*msg { SystemMsg::Start => { let pong_aid = ActorSystem::current().spawn(0, pong); pong_aid.send(Message::new(PingPong::Ping(aid.clone()))); Status::Processed } _ => Status::Processed, } } else { Status::Processed } } fn pong(_state: &mut usize, _aid: ActorId, message: &Message) -> Status { if let Some(msg) = message.content_as::<PingPong>() { match &*msg { PingPong::Ping(from) => { from.send(Message::new(PingPong::Pong)); Status::Processed } _ => panic!("Unexpected message"), } } else { Status::Processed } } #[test] fn test_ping_pong() { let system = ActorSystem::create(ActorSystemConfig::default()); system.init_current(); system.spawn(0, ping); system.await_shutdown(); assert_eq!(2 + 2, 4); } }