messaging/lib.rs
1use std::sync::mpsc::{Receiver, RecvError, SendError, Sender, TryRecvError};
2
3///
4/// An object that has the ability to act as a two-way channel. This allows for two-way communications across threads, for example.
5///
6#[derive(Debug)]
7pub struct Mailbox<SenderMessage: Send + Sync, ReceiverMessage: Send + Sync> {
8 sender: Sender<SenderMessage>,
9 receiver: Receiver<ReceiverMessage>,
10}
11
12impl<MessageA: Send + Sync + 'static, MessageB: Send + Sync + 'static> Mailbox<MessageA, MessageB> {
13 ///
14 /// Creates a new pair of `Mailbox`s in the form of `(Mailbox<MessageA, MessageB>, Mailbox<MessageB, MessageA>)`
15 ///
16 /// # Example
17 /// ```rust
18 /// let (renderer_mailbox, game_mailbox) = Mailbox::new_entangled_pair();
19 ///
20 /// renderer_mailbox.send(RenderLoopMessage::SyncWithGame);
21 /// if let Ok(RenderLoopMessage::SyncWithGame) = game_mailbox.poll() {
22 /// // ...
23 /// }
24 ///
25 /// game_mailbox.send_and_wait(GameLoopMessage::SyncWithRender)?;
26 /// ```
27 ///
28 pub fn new_entangled_pair() -> (Mailbox<MessageA, MessageB>, Mailbox<MessageB, MessageA>) {
29 let (sender_a, receiver_a) = std::sync::mpsc::channel();
30 let (sender_b, receiver_b) = std::sync::mpsc::channel();
31
32 let mailbox_a = Mailbox::new(sender_a, receiver_b);
33 let mailbox_b = Mailbox::new(sender_b, receiver_a);
34
35 (mailbox_a, mailbox_b)
36 }
37}
38
39impl<SenderMessage: Send + Sync, ReceiverMessage: Send + Sync>
40 Mailbox<SenderMessage, ReceiverMessage>
41{
42 ///
43 /// Creates a new `Mailbox`. Since `new_entangled_pair()` exists, this is only exposed in case that doesn't cover your use case. Otherwise you should just use that method instead.
44 ///
45 /// # Example
46 /// ```rust
47 /// let (sender_a, receiver_a) = std::sync::mpsc::channel();
48 /// let (sender_b, receiver_b) = std::sync::mpsc::channel();
49 ///
50 /// let renderer_mailbox = Mailbox::new(sender_a, receiver_b);
51 /// let game_mailbox = Mailbox::new(sender_b, receiver_a);
52 ///
53 /// renderer_mailbox.send(RenderLoopMessage::SyncWithGame);
54 /// if let Ok(RenderLoopMessage::SyncWithGame) = game_mailbox.poll() {
55 /// // ...
56 /// }
57 ///
58 /// game_mailbox.send_and_wait(GameLoopMessage::SyncWithRender)?;
59 /// ```
60 ///
61 pub fn new(sender: Sender<SenderMessage>, receiver: Receiver<ReceiverMessage>) -> Self {
62 Self { sender, receiver }
63 }
64
65 ///
66 /// Sends a message through the held sender. Wrapper around `sender.send()`
67 ///
68 pub fn send(&self, message: SenderMessage) -> Result<(), MessagingError<SenderMessage>> {
69 self.sender.send(message).map_err(MessagingError::from)
70 }
71
72 ///
73 /// Waits for a message from the held receiver. Wrapper around `receiver.recv()`
74 ///
75 pub fn wait(&mut self) -> Result<ReceiverMessage, MessagingError<SenderMessage>> {
76 self.receiver.recv().map_err(MessagingError::from)
77 }
78
79 ///
80 /// Polls for a message from the held receiver, otherwise immediately returning. Wrapper around `receiver.try_recv()`
81 ///
82 pub fn poll(&mut self) -> Result<ReceiverMessage, MessagingError<SenderMessage>> {
83 self.receiver.try_recv().map_err(MessagingError::from)
84 }
85
86 ///
87 /// Does a `send` and a `wait`. Good for syncing between two threads.
88 ///
89 pub fn send_and_wait(&mut self, message: SenderMessage) -> Result<ReceiverMessage, MessagingError<SenderMessage>> {
90 self.send(message)?;
91 self.wait()
92 }
93}
94
95use thiserror::Error;
96
97#[derive(Error, Debug)]
98pub enum MessagingError<SenderMessage> {
99 #[error("{error}")]
100 SendError { #[from] error: SendError<SenderMessage> },
101 #[error("{error}")]
102 PollError { #[from] error: TryRecvError },
103 #[error("{error}")]
104 WaitError { #[from] error: RecvError },
105}