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#![deny(missing_docs)] #![forbid(missing_debug_implementations)] //! Defines the types and helpers for binary/library communication. //! //! The general idea is that the user will run a driver program which calls //! `game_init` to get a handle, and then gets lines from the user and passes //! them to `game_process_line`, and prints the output. At some point the //! driving program might try to exit cleanly, and if so it'll call `game_drop`. //! Of course, the driving program might suddenly die at any moment without //! `game_drop` ever being called, so I wouldn't rely on that happening. //! //! Note that all of the interchange types are fully compatible with the C ABI, //! so you don't _have_ to use Rust if you don't want to. As long as you follow //! the types you can write your DLL and/or driving program in any language you //! like. //! //! To be loaded properly, your DLL should have one function of each function //! type given here, named in snake_case without the "Fn" part at the end: //! //! * [`GameInitFn`](type.GameInitFn.html): `game_init` //! * [`GameProcessLineFn`](type.GameProcessLineFn.html): `game_process_line` //! * [`GameDropFn`](type.GameDropFn.html): `game_drop` //! //! # Building a game DLL with cargo //! //! First, be sure to mark your functions with `#[no_mangle]` and `pub`. You //! must also have "cdylib" as one of your `crate-type` values for your crate's //! library portion. If you want `cargo test` to work properly, you'll need //! "rlib" as well. It'll look something like this: //! //! ```toml //! [lib] //! name = "vibha" //! path = "src/lib.rs" //! crate-type = ["rlib", "cdylib"] //! ``` //! //! You can easily ensure that your functions have the correct type at compile //! time with a simple set of `const` declarations. //! //! A "complete" example might look something like this. //! //! ```rust //! extern crate vibha; //! use vibha::*; //! use std::io::Write; //! use std::os::raw::c_void; //! //! struct GameState { //! world_seed: u64, //! call_count: u64, //! } //! //! #[no_mangle] //! pub unsafe extern "C" fn game_init(world_seed: u64) -> *mut c_void { //! Box::into_raw(Box::new(GameState { //! world_seed, //! call_count: 0 //! })) as *mut c_void //! } //! //! #[no_mangle] //! pub unsafe extern "C" fn game_process_line(handle: *mut c_void, //! line: *const u8, line_len: usize, mut buf: *mut u8, buf_len: usize) -> usize { //! if handle.is_null() || line.is_null() || buf.is_null() { //! return 0; //! } //! let user_line = ffi_recover_str(&line, line_len); //! let mut out_buffer = ffi_recover_out_buffer(&mut buf, buf_len); //! let game_state: &mut GameState = //! (handle as *mut GameState).as_mut().expect("game session was null!"); //! // do something silly just so we can see an effect //! game_state.call_count += 1; //! if user_line.len() > 0 { //! write!(out_buffer, "{}: {}", game_state.call_count, user_line).ok(); //! } else { //! write!(out_buffer, "{}: {}", game_state.call_count, game_state.world_seed).ok(); //! } //! out_buffer.position() as usize //! } //! //! #[no_mangle] //! pub unsafe extern "C" fn game_drop(handle: *mut c_void) { //! Box::from_raw(handle as *mut GameState); //! } //! //! #[allow(dead_code)] //! const GAME_INIT_CONST: GameInitFn = game_init; //! #[allow(dead_code)] //! const GAME_PROCESS_LINE_CONST: GameProcessLineFn = game_process_line; //! #[allow(dead_code)] //! const GAME_DROP_CONST: GameDropFn = game_drop; //! ``` use std::borrow::{Borrow, Cow}; use std::io::Cursor; use std::os::raw::c_void; /// Initializes a game session. /// /// The argument passed is expected to be used as an RNG seed of some sort. If /// your game has no randomization at all it can be ignored, but otherwise you /// should use this seed in place of any other seed source. /// /// Returns a pointer to the game data, which is then passed along to the other /// two functions of the DLL. If the game somehow couldn't be initialized you /// can return a null pointer instead. /// /// Your game DLL should store all data for the game within the game data /// structure. It should not use globals of any kind. This way the driving /// program can run more than one session of the game at the same time (eg: a /// single bot that runs a different session of the game for each player that /// PMs it). pub type GameInitFn = unsafe extern "C" fn(u64) -> *mut c_void; /// Processes a single line of user input. /// /// * The first argument is the pointer to the game data. /// * The next two arguments are a pointer to the bytes and length of bytes for /// the user's input line. Taken together these two values act like a rust /// `&str`, just in an FFI usable form. The bytes are _probably_ valid utf-8, /// but it's up to you how resilient you want to be about that. /// [`ffi_recover_str`](fn.ffi_recover_str.html) can handle this for you. /// * The final two arguments are a pointer to some bytes and a size for the /// allocation. This can be converted into a `&mut [u8]` and then you can /// write into it. You should obviously write valid utf-8 if at all possible, /// but the driving program should not explode if you don't. You probably want /// to use [`ffi_recover_out_buffer`](fn.ffi_recover_out_buffer.html). /// /// The return value is the number of bytes written into the output buffer. /// /// The output that goes back to the driving program will generally be displayed /// as a "block" of text in a format appropriate to the user's interface (PC /// terminal, phone app, IRC bot, etc). You do not need to place a newline at /// the end. Text can be expected to be wrapped by the driver in a way /// appropriate to the display, but you can also expect that a newline (`'\n'`) /// in the middle of output will be respected if possible (eg: IRC flood /// protection might limit the number of lines allowed to a channel within a /// short period of time). /// /// The input buffer can contain an `SOH` character (`'\x01'`) to switch to /// "header mode", allowing the driving program to send special info to the game /// about what capabilities it supports. The `STX` character (`'\x02'`) can be /// used to switch the input back to "text mode". Every input line starts in /// text mode, regardless of the mode that the last line ended with. Similarly, /// the output buffer can use `SOH` and `STX` to swap output into header mode or /// back to text mode. This can allow the game to specify special text /// formatting such as applying color effects. All of this can be parsed out for /// you by using [`mode_split_str`](fn.mode_split_str.html). /// /// The exact details of any header mode information is unfortunately still up /// in the air. /// /// If either side does not care to process the special info that's fine, /// however they MUST still at least process that the mode switch happened, and /// then pass over header mode characters until the mode switches back to text /// mode. Just call [`filter_text_only`](fn.filter_text_only.html) and pass in /// your `mode_split_str` result and you'll get a plain old `String` with just /// the text back. pub type GameProcessLineFn = unsafe extern "C" fn(*mut c_void, *const u8, usize, *mut u8, usize) -> usize; /// Frees up the game session data. /// /// The argument given must be a game data pointer obtained from the /// initialization function of this same DLL, or you'll have a very bad time. pub type GameDropFn = unsafe extern "C" fn(*mut c_void); /// Converts the const pointer and len for the user's input line into a rusty /// form. /// /// This accepts a reference to a const pointer so that the lifetime of the /// `Cow` value can be properly tracked. This way you can't make the Cow /// accidentally outlive the pointer it was built from. /// /// ```rust /// extern crate vibha; /// use vibha::ffi_recover_str; /// /// let static_str = "demo"; /// let ptr_ref = &static_str.as_ptr(); /// let len = static_str.len(); /// let recovered_value = unsafe { ffi_recover_str(ptr_ref, len) }; /// assert_eq!(static_str, recovered_value); /// ``` pub unsafe fn ffi_recover_str<'a>(ptr_ref: &'a *const u8, len: usize) -> Cow<'a, str> { assert!(!ptr_ref.is_null()); let slice = ::std::slice::from_raw_parts(*ptr_ref, len); String::from_utf8_lossy(slice) } /// Converts the pointer and len for the output buffer into a rusty form. /// /// This accepts a mutable reference to a mut pointer so that the lifetime of /// the `Cursor` will be correct. It can't accidentally outlive the pointer it /// was based on. You also can't accidentally make two buffers to the same /// block of data. /// /// ```rust /// extern crate vibha; /// use vibha::ffi_recover_out_buffer; /// use std::io::Write; /// /// const BUFFER_SIZE: usize = 20; /// let mut vec: Vec<u8> = Vec::with_capacity(BUFFER_SIZE); /// unsafe { vec.set_len(BUFFER_SIZE) }; /// { /// let len = vec.len(); /// let ptr_ref_mut = &mut unsafe { vec.as_mut_ptr() }; /// let mut cursor = unsafe { ffi_recover_out_buffer(ptr_ref_mut, len) }; /// write!(cursor, "a"); /// } /// assert_eq!(vec[0], 'a' as u8); /// ``` pub unsafe fn ffi_recover_out_buffer<'a>(ptr_ref_mut: &'a mut *mut u8, len: usize) -> Cursor<&'a mut [u8]> { assert!(!ptr_ref_mut.is_null()); let slice_mut = ::std::slice::from_raw_parts_mut(*ptr_ref_mut, len); Cursor::new(slice_mut) } /// Wraps a string slice with a "mode" tag. /// /// If you `Display` a modal slice, a Text will prefix itself with `'\x02'` to /// ensure that it's in text mode. Similarly, a Header will start with `'\x01'` /// and end with `'\x02'`. This way you're always in text mode by default, and /// writes that don't use `ModalSlice` can assume that things are always in text /// mode. #[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)] pub enum ModalSlice<'a> { /// A slice of textual data. Text(&'a str), /// A slice of header data. Header(&'a str), } impl<'a> ::std::fmt::Display for ModalSlice<'a> { fn fmt(&self, f: &mut ::std::fmt::Formatter) -> ::std::fmt::Result { match self { &ModalSlice::Header(s) => write!(f, "\x01{}\x02", s), &ModalSlice::Text(s) => write!(f, "\x02{}", s), } } } /// Breaks up a `&str` in the special way demanded by the /// [`GameProcessLineFn`](type.GameProcessLineFn.html) docs. /// /// ```rust /// extern crate vibha; /// use vibha::*; /// /// // plain string /// assert_eq!(mode_split_str(""), vec![]); /// assert_eq!(mode_split_str("foo"), vec![ModalSlice::Text("foo")]); /// /// // header then text /// assert_eq!(mode_split_str("\x01header\x02foo"), /// vec![ModalSlice::Header("header"), /// ModalSlice::Text("foo")]); /// /// // empty slices are pruned for you /// assert_eq!(mode_split_str("\x01\x02foo"), vec![ModalSlice::Text("foo")]); /// /// // you can "switch" to the same mode you're already "in" /// assert_eq!(mode_split_str("\x01A\x01B\x02foo"), /// vec![ModalSlice::Header("A"), /// ModalSlice::Header("B"), /// ModalSlice::Text("foo")]); /// ``` pub fn mode_split_str(line: &str) -> Vec<ModalSlice> { let mut output = Vec::new(); let mut char_iter = line.bytes().enumerate(); let mut this_slice_start = 0; let mut text_mode = true; while let Some((index, byte)) = char_iter.next() { if byte == 1 || byte == 2 { if index - this_slice_start > 0 { output.push(if text_mode { ModalSlice::Text(&line[this_slice_start..index]) } else { ModalSlice::Header(&line[this_slice_start..index]) }); } this_slice_start = index + 1; text_mode = match byte { 1 => false, 2 => true, _ => unreachable!(), }; } else { continue; } } // do the last slice if this_slice_start != line.len() { output.push(if text_mode { ModalSlice::Text(&line[this_slice_start..line.len()]) } else { ModalSlice::Header(&line[this_slice_start..line.len()]) }); } // return output } /// Filters the results of `mode_split_str` into just the textual part. /// /// ```rust /// extern crate vibha; /// use vibha::*; /// /// assert_eq!(filter_text_only(mode_split_str("\x01A\x01B\x02foo")), "foo"); /// ``` pub fn filter_text_only<'a, V: Borrow<Vec<ModalSlice<'a>>>>(vec_borrow: V) -> String { let vec_ref = vec_borrow.borrow(); let mut output = String::new(); for modal in vec_ref { match modal { &ModalSlice::Header(_) => {} &ModalSlice::Text(s) => output.push_str(s), } } output } /// Requests the game to display its introduction. /// /// When the driver wants the game to give its introduction, but naturally /// doesn't have user input to send yet, it will send this instead. Note that /// the driver also might begin sending actual player commands without having /// sent this first. pub const INTRO_HEADER: ModalSlice<'static> = ModalSlice::Header("INTRO"); /// Signals that the driver supports ANSI color outputs. /// /// The game can define when color changes should happen within the display by /// placing the appropriate header values into the output buffer. There's a /// complete set for both `FOREGROUND_` and `BACKGROUND_` values. pub const ANSI_COLOR_AVAILABLE_HEADER: ModalSlice<'static> = ModalSlice::Header("ANSI_COLOR_AVAILABLE"); /// Makes the foreground black until the end of this output pub const FOREGROUND_BLACK: ModalSlice<'static> = ModalSlice::Header("k"); /// Makes the foreground red until the end of this output pub const FOREGROUND_RED: ModalSlice<'static> = ModalSlice::Header("r"); /// Makes the foreground green until the end of this output pub const FOREGROUND_GREEN: ModalSlice<'static> = ModalSlice::Header("g"); /// Makes the foreground yellow until the end of this output pub const FOREGROUND_YELLOW: ModalSlice<'static> = ModalSlice::Header("y"); /// Makes the foreground blue until the end of this output pub const FOREGROUND_BLUE: ModalSlice<'static> = ModalSlice::Header("b"); /// Makes the foreground magenta until the end of this output pub const FOREGROUND_MAGENTA: ModalSlice<'static> = ModalSlice::Header("m"); /// Makes the foreground cyan until the end of this output pub const FOREGROUND_CYAN: ModalSlice<'static> = ModalSlice::Header("c"); /// Makes the foreground white until the end of this output pub const FOREGROUND_WHITE: ModalSlice<'static> = ModalSlice::Header("w"); /// Makes the background black until the end of this output pub const BACKGROUND_BLACK: ModalSlice<'static> = ModalSlice::Header("K"); /// Makes the background red until the end of this output pub const BACKGROUND_RED: ModalSlice<'static> = ModalSlice::Header("R"); /// Makes the background green until the end of this output pub const BACKGROUND_GREEN: ModalSlice<'static> = ModalSlice::Header("G"); /// Makes the background yellow until the end of this output pub const BACKGROUND_YELLOW: ModalSlice<'static> = ModalSlice::Header("Y"); /// Makes the background blue until the end of this output pub const BACKGROUND_BLUE: ModalSlice<'static> = ModalSlice::Header("B"); /// Makes the background magenta until the end of this output pub const BACKGROUND_MAGENTA: ModalSlice<'static> = ModalSlice::Header("M"); /// Makes the background cyan until the end of this output pub const BACKGROUND_CYAN: ModalSlice<'static> = ModalSlice::Header("C"); /// Makes the background white until the end of this output pub const BACKGROUND_WHITE: ModalSlice<'static> = ModalSlice::Header("W"); /// Allows you to specify a protocol version. /// /// Place this into your line or out buffer by "displaying" an appropriate /// version value. /// /// ```rust /// extern crate vibha; /// use vibha::*; /// use std::io::Write; /// /// let mut vec: Vec<u8> = vec![]; /// write!(vec, "{}", VibhaVersion(1)); /// assert_eq!(unsafe { std::str::from_utf8_unchecked(&vec) }, "\x01VibhaVersion=1\x02"); /// ``` #[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)] pub struct VibhaVersion(pub u64); impl ::std::fmt::Display for VibhaVersion { fn fmt(&self, f: &mut ::std::fmt::Formatter) -> ::std::fmt::Result { write!(f, "\x01{}{}\x02", VIBHA_VERSION_PREFIX, self.0) } } /// The prefix for the formatted vibha version header. pub const VIBHA_VERSION_PREFIX: &'static str = "VibhaVersion=";