Struct nu_protocol::engine::EngineState
source · [−]pub struct EngineState {
pub scope: ScopeFrame,
pub ctrlc: Option<Arc<AtomicBool>>,
pub env_vars: EnvVars,
pub previous_env_vars: HashMap<String, Value>,
pub config: Config,
/* private fields */
}
Expand description
The core global engine state. This includes all global definitions as well as any global state that will persist for the whole session.
Declarations, variables, blocks, and other forms of data are held in the global state and referenced elsewhere using their IDs. These IDs are simply their index into the global state. This allows us to more easily handle creating blocks, binding variables and callsites, and more, because each of these will refer to the corresponding IDs rather than their definitions directly. At runtime, this means less copying and smaller structures.
Note that the runtime stack is not part of this global state. Runtime stacks are handled differently, but they also rely on using IDs rather than full definitions.
A note on implementation:
Much of the global definitions are built on the Bodil’s ‘im’ crate. This gives us a way of working with lists of definitions in a way that is very cheap to access, while also allowing us to update them at key points in time (often, the transition between parsing and evaluation).
Over the last two years we tried a few different approaches to global state like this. I’ll list them here for posterity, so we can more easily know how we got here:
-
Rc
- Rc is cheap, but not thread-safe. The moment we wanted to work with external processes, we needed a way send to stdin/stdout. In Rust, the current practice is to spawn a thread to handle both. These threads would need access to the global state, as they’ll need to process data as it streams out of the data pipeline. Because Rc isn’t thread-safe, this breaks. -
Arc
- Arc is the thread-safe version of the above. Often Arc is used in combination with a Mutex or RwLock, but you can use Arc by itself. We did this a few places in the original Nushell. This can work but because of Arc’s nature of not allowing mutation if there’s a second copy of the Arc around, this ultimately becomes limiting. -
Arc
+Mutex/RwLock
- the standard practice for thread-safe containers. Unfortunately, this would have meant we would incur a lock penalty every time we needed to access any declaration or block. As we would be reading far more often than writing, it made sense to explore solutions that favor large amounts of reads. -
im
- theim
crate was ultimately chosen because it has some very nice properties: it gives the ability to cheaply clone these structures, which is nice as EngineState may need to be cloned a fair bit to follow ownership rules for closures and iterators. It also is cheap to access. Favoring reads here fits more closely to what we need with Nushell. And, of course, it’s still thread-safe, so we get the same benefits as above.
Fields
scope: ScopeFrame
ctrlc: Option<Arc<AtomicBool>>
env_vars: EnvVars
previous_env_vars: HashMap<String, Value>
config: Config
Implementations
sourceimpl EngineState
impl EngineState
pub fn new() -> Self
sourcepub fn merge_delta(
&mut self,
delta: StateDelta,
stack: Option<&mut Stack>,
cwd: impl AsRef<Path>
) -> Result<(), ShellError>
pub fn merge_delta(
&mut self,
delta: StateDelta,
stack: Option<&mut Stack>,
cwd: impl AsRef<Path>
) -> Result<(), ShellError>
Merges a StateDelta
onto the current state. These deltas come from a system, like the parser, that
creates a new set of definitions and visible symbols in the current scope. We make this transactional
as there are times when we want to run the parser and immediately throw away the results (namely:
syntax highlighting and completions).
When we want to preserve what the parser has created, we can take its output (the StateDelta
) and
use this function to merge it into the global state.
pub fn has_overlay(&self, name: &[u8]) -> bool
pub fn active_overlay_ids(&self, removed_overlays: &[Vec<u8>]) -> Vec<OverlayId>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn active_overlays(&self, removed_overlays: &[Vec<u8>]) -> Vec<&OverlayFrame>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn active_overlay_names(&self, removed_overlays: &[Vec<u8>]) -> Vec<&Vec<u8>>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
sourcepub fn translate_overlay_ids(&self, other: &ScopeFrame) -> Vec<OverlayId>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
pub fn translate_overlay_ids(&self, other: &ScopeFrame) -> Vec<OverlayId>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
Translate overlay IDs from other to IDs in self
pub fn last_overlay_name(&self, removed_overlays: &[Vec<u8>]) -> &Vec<u8>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn last_overlay(&self, removed_overlays: &[Vec<u8>]) -> &OverlayFrame
pub fn get_overlay_name(&self, overlay_id: OverlayId) -> &Vec<u8>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn get_overlay(&self, overlay_id: OverlayId) -> &OverlayFrame
pub fn render_env_vars(&self) -> HashMap<&String, &Value>
pub fn add_env_var(&mut self, name: String, val: Value)
pub fn get_env_var(&self, name: &str) -> Option<&Value>
pub fn num_files(&self) -> usize
pub fn num_vars(&self) -> usize
pub fn num_decls(&self) -> usize
pub fn num_aliases(&self) -> usize
pub fn num_blocks(&self) -> usize
pub fn num_modules(&self) -> usize
pub fn print_vars(&self)
pub fn print_decls(&self)
pub fn print_blocks(&self)
pub fn print_contents(&self)
pub fn find_decl(
&self,
name: &[u8],
removed_overlays: &[Vec<u8>]
) -> Option<DeclId>
pub fn find_alias(
&self,
name: &[u8],
removed_overlays: &[Vec<u8>]
) -> Option<AliasId>
pub fn find_module(
&self,
name: &[u8],
removed_overlays: &[Vec<u8>]
) -> Option<ModuleId>
pub fn find_overlay(&self, name: &[u8]) -> Option<OverlayId>
pub fn find_active_overlay(&self, name: &[u8]) -> Option<OverlayId>
pub fn find_commands_by_predicate(
&self,
predicate: impl Fn(&[u8]) -> bool
) -> Vec<(Vec<u8>, Option<String>)>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn find_aliases_by_predicate(
&self,
predicate: impl Fn(&[u8]) -> bool
) -> Vec<Vec<u8>>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn get_span_contents(&self, span: &Span) -> &[u8]ⓘNotable traits for &[u8]impl Read for &[u8]impl Write for &mut [u8]
pub fn get_config(&self) -> &Config
pub fn set_config(&mut self, conf: &Config)
pub fn get_var(&self, var_id: VarId) -> &Variable
pub fn get_decl(&self, decl_id: DeclId) -> &Box<dyn Command>
pub fn get_alias(&self, alias_id: AliasId) -> &[Span]
sourcepub fn get_decl_ids_sorted(
&self,
include_hidden: bool
) -> impl Iterator<Item = DeclId>
pub fn get_decl_ids_sorted(
&self,
include_hidden: bool
) -> impl Iterator<Item = DeclId>
Get all IDs of all commands within scope, sorted by the commads’ names
sourcepub fn get_signatures(&self, include_hidden: bool) -> Vec<Signature>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
pub fn get_signatures(&self, include_hidden: bool) -> Vec<Signature>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
Get signatures of all commands within scope.
sourcepub fn get_signatures_with_examples(
&self,
include_hidden: bool
) -> Vec<(Signature, Vec<Example>, bool, bool)>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
pub fn get_signatures_with_examples(
&self,
include_hidden: bool
) -> Vec<(Signature, Vec<Example>, bool, bool)>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
Get signatures of all commands within scope.
In addition to signatures, it returns whether each command is: a) a plugin b) custom
pub fn get_block(&self, block_id: BlockId) -> &Block
pub fn get_module(&self, module_id: ModuleId) -> &Module
pub fn next_span_start(&self) -> usize
pub fn files(&self) -> impl Iterator<Item = &(String, usize, usize)>
pub fn get_filename(&self, file_id: usize) -> String
pub fn get_file_source(&self, file_id: usize) -> String
pub fn add_file(&mut self, filename: String, contents: Vec<u8>) -> usize
pub fn get_sig_quit(&self) -> &Option<Arc<AtomicBool>>
pub fn set_sig_quit(&mut self, sig_quit: Arc<AtomicBool>)
Trait Implementations
sourceimpl Clone for EngineState
impl Clone for EngineState
sourcefn clone(&self) -> EngineState
fn clone(&self) -> EngineState
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
Auto Trait Implementations
impl !RefUnwindSafe for EngineState
impl Send for EngineState
impl Sync for EngineState
impl Unpin for EngineState
impl !UnwindSafe for EngineState
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<D> OwoColorize for D
impl<D> OwoColorize for D
fn fg<C>(&self) -> FgColorDisplay<'_, C, Self> where
C: Color,
fn fg<C>(&self) -> FgColorDisplay<'_, C, Self> where
C: Color,
Set the foreground color generically Read more
fn bg<C>(&self) -> BgColorDisplay<'_, C, Self> where
C: Color,
fn bg<C>(&self) -> BgColorDisplay<'_, C, Self> where
C: Color,
Set the background color generically. Read more
fn black(&'a self) -> FgColorDisplay<'a, Black, Self>
fn black(&'a self) -> FgColorDisplay<'a, Black, Self>
Change the foreground color to black
fn on_black(&'a self) -> BgColorDisplay<'a, Black, Self>
fn on_black(&'a self) -> BgColorDisplay<'a, Black, Self>
Change the background color to black
fn red(&'a self) -> FgColorDisplay<'a, Red, Self>
fn red(&'a self) -> FgColorDisplay<'a, Red, Self>
Change the foreground color to red
fn on_red(&'a self) -> BgColorDisplay<'a, Red, Self>
fn on_red(&'a self) -> BgColorDisplay<'a, Red, Self>
Change the background color to red
fn green(&'a self) -> FgColorDisplay<'a, Green, Self>
fn green(&'a self) -> FgColorDisplay<'a, Green, Self>
Change the foreground color to green
fn on_green(&'a self) -> BgColorDisplay<'a, Green, Self>
fn on_green(&'a self) -> BgColorDisplay<'a, Green, Self>
Change the background color to green
fn yellow(&'a self) -> FgColorDisplay<'a, Yellow, Self>
fn yellow(&'a self) -> FgColorDisplay<'a, Yellow, Self>
Change the foreground color to yellow
fn on_yellow(&'a self) -> BgColorDisplay<'a, Yellow, Self>
fn on_yellow(&'a self) -> BgColorDisplay<'a, Yellow, Self>
Change the background color to yellow
fn blue(&'a self) -> FgColorDisplay<'a, Blue, Self>
fn blue(&'a self) -> FgColorDisplay<'a, Blue, Self>
Change the foreground color to blue
fn on_blue(&'a self) -> BgColorDisplay<'a, Blue, Self>
fn on_blue(&'a self) -> BgColorDisplay<'a, Blue, Self>
Change the background color to blue
fn magenta(&'a self) -> FgColorDisplay<'a, Magenta, Self>
fn magenta(&'a self) -> FgColorDisplay<'a, Magenta, Self>
Change the foreground color to magenta
fn on_magenta(&'a self) -> BgColorDisplay<'a, Magenta, Self>
fn on_magenta(&'a self) -> BgColorDisplay<'a, Magenta, Self>
Change the background color to magenta
fn purple(&'a self) -> FgColorDisplay<'a, Magenta, Self>
fn purple(&'a self) -> FgColorDisplay<'a, Magenta, Self>
Change the foreground color to purple
fn on_purple(&'a self) -> BgColorDisplay<'a, Magenta, Self>
fn on_purple(&'a self) -> BgColorDisplay<'a, Magenta, Self>
Change the background color to purple
fn cyan(&'a self) -> FgColorDisplay<'a, Cyan, Self>
fn cyan(&'a self) -> FgColorDisplay<'a, Cyan, Self>
Change the foreground color to cyan
fn on_cyan(&'a self) -> BgColorDisplay<'a, Cyan, Self>
fn on_cyan(&'a self) -> BgColorDisplay<'a, Cyan, Self>
Change the background color to cyan
fn white(&'a self) -> FgColorDisplay<'a, White, Self>
fn white(&'a self) -> FgColorDisplay<'a, White, Self>
Change the foreground color to white
fn on_white(&'a self) -> BgColorDisplay<'a, White, Self>
fn on_white(&'a self) -> BgColorDisplay<'a, White, Self>
Change the background color to white
fn default_color(&'a self) -> FgColorDisplay<'a, Default, Self>
fn default_color(&'a self) -> FgColorDisplay<'a, Default, Self>
Change the foreground color to the terminal default
fn on_default_color(&'a self) -> BgColorDisplay<'a, Default, Self>
fn on_default_color(&'a self) -> BgColorDisplay<'a, Default, Self>
Change the background color to the terminal default
fn bright_black(&'a self) -> FgColorDisplay<'a, BrightBlack, Self>
fn bright_black(&'a self) -> FgColorDisplay<'a, BrightBlack, Self>
Change the foreground color to bright black
fn on_bright_black(&'a self) -> BgColorDisplay<'a, BrightBlack, Self>
fn on_bright_black(&'a self) -> BgColorDisplay<'a, BrightBlack, Self>
Change the background color to bright black
fn bright_red(&'a self) -> FgColorDisplay<'a, BrightRed, Self>
fn bright_red(&'a self) -> FgColorDisplay<'a, BrightRed, Self>
Change the foreground color to bright red
fn on_bright_red(&'a self) -> BgColorDisplay<'a, BrightRed, Self>
fn on_bright_red(&'a self) -> BgColorDisplay<'a, BrightRed, Self>
Change the background color to bright red
fn bright_green(&'a self) -> FgColorDisplay<'a, BrightGreen, Self>
fn bright_green(&'a self) -> FgColorDisplay<'a, BrightGreen, Self>
Change the foreground color to bright green
fn on_bright_green(&'a self) -> BgColorDisplay<'a, BrightGreen, Self>
fn on_bright_green(&'a self) -> BgColorDisplay<'a, BrightGreen, Self>
Change the background color to bright green
fn bright_yellow(&'a self) -> FgColorDisplay<'a, BrightYellow, Self>
fn bright_yellow(&'a self) -> FgColorDisplay<'a, BrightYellow, Self>
Change the foreground color to bright yellow
fn on_bright_yellow(&'a self) -> BgColorDisplay<'a, BrightYellow, Self>
fn on_bright_yellow(&'a self) -> BgColorDisplay<'a, BrightYellow, Self>
Change the background color to bright yellow
fn bright_blue(&'a self) -> FgColorDisplay<'a, BrightBlue, Self>
fn bright_blue(&'a self) -> FgColorDisplay<'a, BrightBlue, Self>
Change the foreground color to bright blue
fn on_bright_blue(&'a self) -> BgColorDisplay<'a, BrightBlue, Self>
fn on_bright_blue(&'a self) -> BgColorDisplay<'a, BrightBlue, Self>
Change the background color to bright blue
fn bright_magenta(&'a self) -> FgColorDisplay<'a, BrightMagenta, Self>
fn bright_magenta(&'a self) -> FgColorDisplay<'a, BrightMagenta, Self>
Change the foreground color to bright magenta
fn on_bright_magenta(&'a self) -> BgColorDisplay<'a, BrightMagenta, Self>
fn on_bright_magenta(&'a self) -> BgColorDisplay<'a, BrightMagenta, Self>
Change the background color to bright magenta
fn bright_purple(&'a self) -> FgColorDisplay<'a, BrightMagenta, Self>
fn bright_purple(&'a self) -> FgColorDisplay<'a, BrightMagenta, Self>
Change the foreground color to bright purple
fn on_bright_purple(&'a self) -> BgColorDisplay<'a, BrightMagenta, Self>
fn on_bright_purple(&'a self) -> BgColorDisplay<'a, BrightMagenta, Self>
Change the background color to bright purple
fn bright_cyan(&'a self) -> FgColorDisplay<'a, BrightCyan, Self>
fn bright_cyan(&'a self) -> FgColorDisplay<'a, BrightCyan, Self>
Change the foreground color to bright cyan
fn on_bright_cyan(&'a self) -> BgColorDisplay<'a, BrightCyan, Self>
fn on_bright_cyan(&'a self) -> BgColorDisplay<'a, BrightCyan, Self>
Change the background color to bright cyan
fn bright_white(&'a self) -> FgColorDisplay<'a, BrightWhite, Self>
fn bright_white(&'a self) -> FgColorDisplay<'a, BrightWhite, Self>
Change the foreground color to bright white
fn on_bright_white(&'a self) -> BgColorDisplay<'a, BrightWhite, Self>
fn on_bright_white(&'a self) -> BgColorDisplay<'a, BrightWhite, Self>
Change the background color to bright white
fn bold(&'a self) -> BoldDisplay<'a, Self>
fn bold(&'a self) -> BoldDisplay<'a, Self>
Make the text bold
fn dimmed(&'a self) -> DimDisplay<'a, Self>
fn dimmed(&'a self) -> DimDisplay<'a, Self>
Make the text dim
fn italic(&'a self) -> ItalicDisplay<'a, Self>
fn italic(&'a self) -> ItalicDisplay<'a, Self>
Make the text italicized
fn underline(&'a self) -> UnderlineDisplay<'a, Self>
fn underline(&'a self) -> UnderlineDisplay<'a, Self>
Make the text italicized
fn blink(&'a self) -> BlinkDisplay<'a, Self>
fn blink(&'a self) -> BlinkDisplay<'a, Self>
Make the text blink
fn blink_fast(&'a self) -> BlinkFastDisplay<'a, Self>
fn blink_fast(&'a self) -> BlinkFastDisplay<'a, Self>
Make the text blink (but fast!)
fn reversed(&'a self) -> ReversedDisplay<'a, Self>
fn reversed(&'a self) -> ReversedDisplay<'a, Self>
Swap the foreground and background colors
Hide the text
fn strikethrough(&'a self) -> StrikeThroughDisplay<'a, Self>
fn strikethrough(&'a self) -> StrikeThroughDisplay<'a, Self>
Cross out the text
fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self> where
Color: DynColor,
fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self> where
Color: DynColor,
Set the foreground color at runtime. Only use if you do not know which color will be used at
compile-time. If the color is constant, use either OwoColorize::fg
or
a color-specific method, such as OwoColorize::green
, Read more
fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self> where
Color: DynColor,
fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self> where
Color: DynColor,
Set the background color at runtime. Only use if you do not know what color to use at
compile-time. If the color is constant, use either OwoColorize::bg
or
a color-specific method, such as OwoColorize::on_yellow
, Read more
fn fg_rgb<const R: u8, const G: u8, const B: u8>(
&self
) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>
fn fg_rgb<const R: u8, const G: u8, const B: u8>(
&self
) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>
Set the foreground color to a specific RGB value.
fn bg_rgb<const R: u8, const G: u8, const B: u8>(
&self
) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>
fn bg_rgb<const R: u8, const G: u8, const B: u8>(
&self
) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>
Set the background color to a specific RGB value.
fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>
fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>
Sets the foreground color to an RGB value.
fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>
fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>
Sets the background color to an RGB value.