iggy_common 0.10.0

Iggy is the persistent message streaming platform written in Rust, supporting QUIC, TCP and HTTP transport protocols, capable of processing millions of messages per second.
Documentation
/* Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
 */

use crate::{
    ClusterClient, ConsumerGroupClient, ConsumerOffsetClient, MessageClient, PartitionClient,
    PersonalAccessTokenClient, SegmentClient, StreamClient, SystemClient, TopicClient, UserClient,
};
use crate::{DiagnosticEvent, IggyError};
use async_broadcast::Receiver;
use async_trait::async_trait;
use std::fmt::Debug;

/// The client trait which is the main interface to the Iggy server.
/// It consists of multiple modules, each of which is responsible for a specific set of commands.
/// Except the ping, login and get me, all the other methods require authentication.
#[async_trait]
pub trait Client:
    ClusterClient
    + SystemClient
    + UserClient
    + PersonalAccessTokenClient
    + StreamClient
    + TopicClient
    + PartitionClient
    + SegmentClient
    + MessageClient
    + ConsumerOffsetClient
    + ConsumerGroupClient
    + Sync
    + Send
    + Debug
{
    /// Connect to the server. Depending on the selected transport and provided configuration it might also perform authentication, retry logic etc.
    /// If the client is already connected, it will do nothing.
    async fn connect(&self) -> Result<(), IggyError>;

    /// Disconnect from the server. If the client is not connected, it will do nothing.
    async fn disconnect(&self) -> Result<(), IggyError>;

    // Shutdown the client and release all the resources.
    async fn shutdown(&self) -> Result<(), IggyError>;

    /// Subscribe to diagnostic events.
    async fn subscribe_events(&self) -> Receiver<DiagnosticEvent>;
}