Starbase
Starbase is a framework for building performant command line applications and developer tools. A starbase is built with the following modules:
- Reactor core - Async-first powered by the
tokio
runtime. - Fusion cells - Thread-safe concurrent systems for easy processing.
- Communication array - Event-driven architecture with
starbase_events
. - Shield generator - Native diagnostics and reports with
miette
. - Navigation sensors - Span based instrumentation and logging with
tracing
. - Engineering bay - Ergonomic utilities with
starbase_utils
. - Command center - Terminal styling and theming with
starbase_styles
. - Cargo hold - Archive packing and unpacking with
starbase_archive
.
Core
Phases
An application is divided into phases, where systems in each phase will be processed and completed before moving onto the next phase. The following phases are available:
- Startup - Register and or load components into the application instance.
- Example: load configuration, detect workspace root, load plugins
- Analyze - Analyze the current application environment, update components, and prepare for
execution.
- Example: generate project graph, load cache, signin to service
- Execute - Execute primary business logic.
- Example: process dependency graph, run generator, check for new version
- Shutdown - Shutdown whether a success or failure.
- Example: cleanup temporary files
The startup phase processes systems serially in the main thread, as the order of initializations must be deterministic, and running in parallel may cause race conditions or unwanted side-effects.
The other 3 phases process systems concurrently by spawning a new thread for each system. Active systems are constrained using a semaphore and available CPU count. If a system fails, the application will abort and subsequent systems will not run (excluding shutdown systems).
Systems
Systems are async functions that implement the System
trait, are added to an application phase,
and are processed (only once) during the applications run cycle. Systems receive each
component type as a distinct parameter.
Systems are loosely based on the S in ECS that Bevy and other game engines utilize. The major difference is that our systems are async only, run once, and do not require the entity (E) or component (C) parts.
use ;
async
async
Each system parameter type (States
, Resources
, Emitters
) is a type alias that wraps the
underlying component manager in a Arc<RwLock<T>>
, allowing for distinct read/write locks per
component type. Separating components across params simplifies borrow semantics.
Furthermore, for better ergonomics and developer experience, we provide a #[system]
function
attribute that provides "magic" parameters similar to Axum and Bevy, which we call system
parameters. For example, the above system can be rewritten as:
async
Which compiles down to the following, while taking mutable and immutable borrowship rules into account. If a rule is broken, we panic during compilation.
async
Additional benefits of #[system]
are:
- Return type and return statement are both optional, as these are always the same.
- Parameters can be mixed and matched to suit the system's requirements.
- Parameters can be entirely ommitted if not required.
- Avoids writing
read().await
andwrite().await
over and over. - Avoids importing all necessary types/structs/etc. We compile to fully qualified paths.
- Functions are automatically wrapped for instrumentation.
Jump to the components section for a full list of supported system parameters.
Startup systems
In this phase, components are created and registered into their appropriate manager instance.
app.startup;
app.add_system;
Analyze systems
In this phase, registered components are optionally updated based on the results of an analysis.
app.analyze;
app.add_system;
Execute systems
In this phase, systems are processed using components to drive business logic. Ideally by this phase, all components are accessed immutably, but not a hard requirement.
app.execute;
app.add_system;
Arguments
Additionally, execute systems can be associated with arguments. This is useful for functionality like CLI commands.
.execute_with_args;
app
To access the arguments within the system itself, you can use the #[system]
macro, coupled with
the ArgsRef<T>
system parameter.
async
If not using the macro, you can access the arguments like so:
states.get::<starbase::ExecuteArgs>().extract::<T>();
Shutdown systems
Shutdown runs on successful execution, or on a failure from any phase, and can be used to clean or reset the current environment, dump error logs or reports, so on and so forth.
app.shutdown;
app.add_system;
Components
Components are values that live for the duration of the application ('static
) and are stored
internally as Any
instances, ensuring strict uniqueness. Components are dividied into 3
categories:
- States - Granular values.
- Resources - Compound values / singleton instances.
- Emitters - Per-event emitters.
States
States are components that represent granular pieces of data, are typically implemented with a tuple
or unit struct, and must derive State
. For example, say we want to track the workspace root.
use State;
use PathBuf;
;
The
State
derive macro automatically implementsAsRef
,Deref
, andDerefMut
when applicable. In the future, we may implement other traits deemed necessary.
Adding state
States can be added directly to the application instance (before the run cycle has started), or
through the StatesMut
system parameter.
app.set_state;
async
Readable state
The StatesRef
system parameter can be used to acquire read access to the entire states manager. It
cannot be used alongside StatesMut
, StateRef
, or StateMut
.
async
Alternatively, the StateRef
system parameter can be used to immutably read an individual value
from the states manager. Multiple StateRef
s can be used together, but cannot be used with
StateMut
.
async
Writable state
The StatesMut
system parameter can be used to acquire write access to the entire states manager.
It cannot be used alongside StatesRef
, StateRef
or StateMut
.
async
Furthermore, the StateMut
system parameter can be used to mutably access an individual value,
allowing for the value (or its inner value) to be modified. Only 1 StateMut
can be used in a
system, and no other state related system parameters can be used.
async
Resources
Resources are components that represent compound data structures as complex structs, and are akin to instance singletons in other languages. Some examples of resources are project graphs, dependency trees, plugin registries, cache engines, etc.
Every resource must derive Resource
.
use Resource;
use PathBuf;
The
Resource
derive macro automatically implementsAsRef
. In the future, we may implement other traits deemed necessary.
Adding resources
Resources can be added directly to the application instance (before the run cycle has started), or
through the ResourcesMut
system parameter.
app.set_resource;
async
Readable resources
The ResourcesRef
system parameter can be used to acquire read access to the entire resources
manager. It cannot be used alongside ResourcesMut
, ResourceRef
, or ResourceMut
.
async
Alternatively, the ResourceRef
system parameter can be used to immutably read an individual value
from the resources manager. Multiple ResourceRef
s can be used together, but cannot be used with
ResourceMut
.
async
Writable resources
The ResourcesMut
system parameter can be used to acquire write access to the entire resources
manager. It cannot be used alongside ResourcesRef
, ResourceRef
or ResourceMut
.
async
Furthermore, the ResourceMut
system parameter can be used to mutably access an individual value.
Only 1 ResourceMut
can be used in a system, and no other resource related system parameters can be
used.
async
Emitters
Emitters are components that can dispatch events to all registered subscribers, allowing for
non-coupled layers to interact with each other. Unlike states and resources that are implemented and
registered individually, emitters are pre-built and provided by the starbase_events::Emitter
struct, and instead the individual events themselves are implemented.
Events must derive Event
, or implement the Event
trait. Events can be any type of struct, but
the major selling point is that events are mutable, allowing inner content to be modified by
subscribers.
use ;
use Project;
;
let emitter = new;
Adding emitters
Emitters can be added directly to the application instance (before the run cycle has started), or
through the EmittersMut
system parameter.
Each emitter represents a singular event, so the event type must be explicitly declared as a generic when creating a new emitter.
app.set_emitter;
async
Using emitters
The EmittersMut
system parameter can be used to acquire write access to the entire emitters
manager, where new emitters can be registered, or existing emitters can emit an event. It cannot
be used alongside EmitterMut
.
async
Furthermore, the EmitterRef
(preferred) or EmitterMut
system parameters can be used to access an
individual emitter. Only 1 EmitterMut
can be used in a system, but multiple EmitterRef
can be
used. The latter is preferred as we utilize interior mutability for emitting events, which allows
multiple emitters to be accessed in parallel.
async
How to
Error handling
Errors and diagnostics are provided by the miette
crate. All
layers of the application, from systems, to events, and the application itself, return the
miette::Result
type. This allows for errors to be easily converted to diagnostics, and for miette
to automatically render to the terminal for errors and panics.
To benefit from this, update your main
function to return MainResult
, and call App::setup_*()
to register error/panic handlers.
use ;
async
To make the most out of errors, and in turn diagnostics, it's best (also suggested) to use the
thiserror
crate.
use Diagnostic;
use Error;
Caveats
In systems, events, and other fallible layers, a returned Err
must be converted to a diagnostic
first. There are 2 approaches to achieve this:
async