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//! //! A context allows a child's future to access its received //! messages, parent and supervisor. use crate::child_ref::ChildRef; use crate::children_ref::ChildrenRef; use crate::dispatcher::{BroadcastTarget, DispatcherType, NotificationType}; use crate::envelope::{Envelope, RefAddr, SignedMessage}; use crate::message::{Answer, BastionMessage, Message, Msg}; use crate::supervisor::SupervisorRef; use crate::system::SYSTEM; use futures::pending; use qutex::{Guard, Qutex}; use std::collections::VecDeque; use std::fmt::{self, Display, Formatter}; use std::sync::Arc; use uuid::Uuid; /// Identifier for a root supervisor and dead-letters children. pub const NIL_ID: BastionId = BastionId(Uuid::nil()); #[derive(Hash, Eq, PartialEq, Debug, Clone)] /// An identifier used by supervisors, children groups and /// their elements to identify themselves, using a v4 UUID. /// /// A `BastionId` is unique to its attached element and is /// reset when it is restarted. A special `BastionId` exists /// for the "system supervisor" (the supervisor created by /// the system at startup) which is a nil UUID /// (00000000-0000-0000-0000-000000000000). /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx| { /// async move { /// let child_id: &BastionId = ctx.current().id(); /// // ... /// # Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` pub struct BastionId(Uuid); #[derive(Debug)] /// A child's execution context, allowing its [`exec`] future /// to receive messages and access a [`ChildRef`] referencing /// it, a [`ChildrenRef`] referencing its children group and /// a [`SupervisorRef`] referencing its supervisor. /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // Get a `ChildRef` referencing the child executing /// // this future... /// let current: &ChildRef = ctx.current(); /// // Get a `ChildrenRef` referencing the children /// // group of the child executing this future... /// let parent: &ChildrenRef = ctx.parent(); /// // Try to get a `SupervisorRef` referencing the /// // supervisor of the child executing this future... /// let supervisor: Option<&SupervisorRef> = ctx.supervisor(); /// // Note that `supervisor` will be `None` because /// // this child was created using `Bastion::children`, /// // which made it supervised by the system supervisor /// // (which users can't get a reference to). /// /// // Try to receive a message... /// let opt_msg: Option<SignedMessage> = ctx.try_recv().await; /// // Wait for a message to be received... /// let msg: SignedMessage = ctx.recv().await?; /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` pub struct BastionContext { id: BastionId, child: ChildRef, children: ChildrenRef, supervisor: Option<SupervisorRef>, state: Qutex<ContextState>, } #[derive(Debug)] pub(crate) struct ContextState { msgs: VecDeque<SignedMessage>, } impl BastionId { pub(crate) fn new() -> Self { let uuid = Uuid::new_v4(); BastionId(uuid) } } impl BastionContext { pub(crate) fn new( id: BastionId, child: ChildRef, children: ChildrenRef, supervisor: Option<SupervisorRef>, state: Qutex<ContextState>, ) -> Self { debug!("BastionContext({}): Creating.", id); BastionContext { id, child, children, supervisor, state, } } /// Returns a [`ChildRef`] referencing the children group's /// element that is linked to this `BastionContext`. /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// let current: &ChildRef = ctx.current(); /// // Stop or kill the current element (note that this will /// // only take effect after this future becomes "pending")... /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`ChildRef`]: children/struct.ChildRef.html pub fn current(&self) -> &ChildRef { &self.child } /// Returns a [`ChildrenRef`] referencing the children group /// of the element that is linked to this `BastionContext`. /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// let parent: &ChildrenRef = ctx.parent(); /// // Get the other elements of the group, broadcast message, /// // or stop or kill the children group... /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`ChildrenRef`]: children/struct.ChildrenRef.html pub fn parent(&self) -> &ChildrenRef { &self.children } /// Returns a [`SupervisorRef`] referencing the supervisor /// that supervises the element that is linked to this /// `BastionContext` if it isn't the system supervisor /// (ie. if the children group wasn't created using /// [`Bastion::children`]). /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// // When calling the method from a children group supervised /// // by a supervisor created by the user... /// Bastion::supervisor(|sp| { /// sp.children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // ...the method will return a SupervisorRef referencing the /// // user-created supervisor... /// let supervisor: Option<&SupervisorRef> = ctx.supervisor(); // Some /// assert!(supervisor.is_some()); /// /// Ok(()) /// } /// }) /// }) /// }).expect("Couldn't create the supervisor."); /// /// // When calling the method from a children group supervised /// // by the system's supervisor... /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // ...the method won't return a SupervisorRef... /// let supervisor: Option<&SupervisorRef> = ctx.supervisor(); // None /// assert!(supervisor.is_none()); /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`SupervisorRef`]: supervisor/struct.SupervisorRef.html /// [`Bastion::children`]: struct.Bastion.html#method.children pub fn supervisor(&self) -> Option<&SupervisorRef> { self.supervisor.as_ref() } /// Tries to retrieve asynchronously a message received by /// the element this `BastionContext` is linked to. /// /// If you need to wait (always asynchronously) until at /// least one message can be retrieved, use [`recv`] instead. /// /// This method returns [`SignedMessage`] if a message was available, or /// `None` otherwise. /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// let opt_msg: Option<SignedMessage> = ctx.try_recv().await; /// // If a message was received by the element, `opt_msg` will /// // be `Some(Msg)`, otherwise it will be `None`. /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`recv`]: #method.recv /// [`SignedMessage`]: ../prelude/struct.SignedMessage.html pub async fn try_recv(&self) -> Option<SignedMessage> { debug!("BastionContext({}): Trying to receive message.", self.id); // TODO: Err(Error) let mut state = self.state.clone().lock_async().await.ok()?; if let Some(msg) = state.msgs.pop_front() { trace!("BastionContext({}): Received message: {:?}", self.id, msg); Some(msg) } else { trace!("BastionContext({}): Received no message.", self.id); None } } /// Retrieves asynchronously a message received by the element /// this `BastionContext` is linked to and waits (always /// asynchronously) for one if none has been received yet. /// /// If you don't need to wait until at least one message /// can be retrieved, use [`try_recv`] instead. /// /// This method returns [`SignedMessage`] if it succeeded, or `Err(())` /// otherwise. /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // This will block until a message has been received... /// let msg: SignedMessage = ctx.recv().await?; /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`try_recv`]: #method.try_recv /// [`SignedMessage`]: ../prelude/struct.SignedMessage.html pub async fn recv(&self) -> Result<SignedMessage, ()> { debug!("BastionContext({}): Waiting to receive message.", self.id); loop { // TODO: Err(Error) let mut state = self.state.clone().lock_async().await.unwrap(); if let Some(msg) = state.msgs.pop_front() { trace!("BastionContext({}): Received message: {:?}", self.id, msg); return Ok(msg); } Guard::unlock(state); pending!(); } } /// Returns [`RefAddr`] of the current `BastionContext` /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// ctx.tell(&ctx.signature(), "Hello to myself"); /// /// # Bastion::stop(); /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`RefAddr`]: /prelude/struct.Answer.html pub fn signature(&self) -> RefAddr { RefAddr::new( self.current().path().clone(), self.current().sender().clone(), ) } /// Sends a message to the specified [`RefAddr`] /// /// # Arguments /// /// * `to` – the [`RefAddr`] to send the message to /// * `msg` – The actual message to send /// /// # Example /// /// ```rust /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// # /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // Wait for a message to be received... /// let smsg: SignedMessage = ctx.recv().await?; /// // Obtain address of this message sender... /// let sender_addr = smsg.signature(); /// // And send something back /// ctx.tell(&sender_addr, "Ack").expect("Unable to acknowledge"); /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`RefAddr`]: ../prelude/struct.RefAddr.html pub fn tell<M: Message>(&self, to: &RefAddr, msg: M) -> Result<(), M> { debug!( "{:?}: Telling message: {:?} to: {:?}", self.current().path(), msg, to.path() ); let msg = BastionMessage::tell(msg); let env = Envelope::new_with_sign(msg, self.signature()); // FIXME: panics? to.sender() .unbounded_send(env) .map_err(|err| err.into_inner().into_msg().unwrap()) } /// Sends a message from behalf of current context to the addr, /// allowing to addr owner answer. /// /// This method returns [`Answer`] if it succeeded, or `Err(msg)` /// otherwise. /// /// # Argument /// /// * `msg` - The message to send. /// /// # Example /// /// ``` /// # use bastion::prelude::*; /// # /// # fn main() { /// # Bastion::init(); /// // The message that will be "asked"... /// const ASK_MSG: &'static str = "A message containing data (ask)."; /// // The message the will be "answered"... /// const ANSWER_MSG: &'static str = "A message containing data (answer)."; /// /// # let children_ref = /// // Create a new child... /// Bastion::children(|children| { /// children.with_exec(|ctx: BastionContext| { /// async move { /// // ...which will receive the message asked... /// msg! { ctx.recv().await?, /// msg: &'static str =!> { /// assert_eq!(msg, ASK_MSG); /// // Handle the message... /// /// // ...and eventually answer to it... /// answer!(ctx, ANSWER_MSG); /// }; /// // This won't happen because this example /// // only "asks" a `&'static str`... /// _: _ => (); /// } /// /// Ok(()) /// } /// }) /// }).expect("Couldn't create the children group."); /// /// # Bastion::children(|children| { /// # children.with_exec(move |ctx: BastionContext| { /// # let child_ref = children_ref.elems()[0].clone(); /// # async move { /// // Later, the message is "asked" to the child... /// let answer: Answer = ctx.ask(&child_ref.addr(), ASK_MSG).expect("Couldn't send the message."); /// /// // ...and the child's answer is received... /// msg! { answer.await.expect("Couldn't receive the answer."), /// msg: &'static str => { /// assert_eq!(msg, ANSWER_MSG); /// // Handle the answer... /// }; /// // This won't happen because this example /// // only answers a `&'static str`... /// _: _ => (); /// } /// # /// # Ok(()) /// # } /// # }) /// # }).unwrap(); /// # /// # Bastion::start(); /// # Bastion::stop(); /// # Bastion::block_until_stopped(); /// # } /// ``` /// /// [`Answer`]: /message/struct.Answer.html pub fn ask<M: Message>(&self, to: &RefAddr, msg: M) -> Result<Answer, M> { debug!( "{:?}: Asking message: {:?} to: {:?}", self.current().path(), msg, to ); let (msg, answer) = BastionMessage::ask(msg); let env = Envelope::new_with_sign(msg, self.signature()); // FIXME: panics? to.sender() .unbounded_send(env) .map_err(|err| err.into_inner().into_msg().unwrap())?; Ok(answer) } /// Sends the notification to each declared dispatcher of the actor. /// /// # Argument /// /// * `dispatchers` - Vector of dispatcher names to which need to /// deliver a notification. /// * `notification_type` - The type of the notification to send. /// pub fn notify(&self, dispatchers: &Vec<DispatcherType>, notification_type: NotificationType) { let global_dispatcher = SYSTEM.dispatcher(); let from_actor = self.current(); global_dispatcher.notify(from_actor, dispatchers, notification_type); } /// Sends the broadcasted message to the target group(s). /// /// # Argument /// /// * `target` - Defines the message receivers in according with /// the [`BroadcastTarget`] value. /// * `message` - The broadcasted message. /// /// [`BroadcastTarget`]: ../dispatcher/enum.DispatcherType.html pub fn broadcast_message<M: Message>(&self, target: BroadcastTarget, message: M) { let msg = Arc::new(SignedMessage { msg: Msg::broadcast(message), sign: self.signature(), }); let global_dispatcher = SYSTEM.dispatcher(); global_dispatcher.broadcast_message(target, &msg); } } impl ContextState { pub(crate) fn new() -> Self { let msgs = VecDeque::new(); ContextState { msgs } } pub(crate) fn push_msg(&mut self, msg: Msg, sign: RefAddr) { self.msgs.push_back(SignedMessage::new(msg, sign)) } } impl Display for BastionId { fn fmt(&self, fmt: &mut Formatter) -> fmt::Result { self.0.fmt(fmt) } }