pub trait CodeExecutorPlugin: Send + Sync {
// Required method
fn execute_code<'life0, 'life1, 'async_trait>(
&'life0 self,
ctx: RuntimeExecutionContext<'life1>,
request: ExecRequest,
) -> Pin<Box<dyn Future<Output = Result<ExecResponse, SessionError>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait;
// Provided methods
fn execution_state_dirty(&self) -> bool { ... }
fn snapshot_execution_state<'life0, 'life1, 'async_trait>(
&'life0 self,
_ctx: ProtocolSessionContext<'life1>,
) -> Pin<Box<dyn Future<Output = Result<Option<Vec<u8>>, SessionError>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait { ... }
fn restore_execution_state<'life0, 'life1, 'life2, 'async_trait>(
&'life0 self,
_ctx: ProtocolSessionContext<'life1>,
_data: &'life2 [u8],
) -> Pin<Box<dyn Future<Output = Result<(), SessionError>> + Send + 'async_trait>>
where Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
'life2: 'async_trait { ... }
}Required Methods§
fn execute_code<'life0, 'life1, 'async_trait>(
&'life0 self,
ctx: RuntimeExecutionContext<'life1>,
request: ExecRequest,
) -> Pin<Box<dyn Future<Output = Result<ExecResponse, SessionError>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
Provided Methods§
fn execution_state_dirty(&self) -> bool
fn snapshot_execution_state<'life0, 'life1, 'async_trait>(
&'life0 self,
_ctx: ProtocolSessionContext<'life1>,
) -> Pin<Box<dyn Future<Output = Result<Option<Vec<u8>>, SessionError>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
fn restore_execution_state<'life0, 'life1, 'life2, 'async_trait>(
&'life0 self,
_ctx: ProtocolSessionContext<'life1>,
_data: &'life2 [u8],
) -> Pin<Box<dyn Future<Output = Result<(), SessionError>> + Send + 'async_trait>>where
Self: 'async_trait,
'life0: 'async_trait,
'life1: 'async_trait,
'life2: 'async_trait,
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".