Crates.io | event-engine |
lib.rs | event-engine |
version | 0.2.0 |
source | src |
created_at | 2022-08-20 19:44:15.426007 |
updated_at | 2022-09-29 16:06:53.66358 |
description | Framework for writing event-driven application utilizing a plugin architecture. |
homepage | https://github.com/tapis-project/event-engine |
repository | https://github.com/tapis-project/event-engine |
max_upload_size | |
id | 649447 |
size | 46,738 |
The event-engine
project provides a framework for writing event-based applications that utilize a plugin architecture. Applications built with event-engine
are written in Rust but can include plugins written in multiple languages.
Events correspond to statically typed messages that can be transmitted over a socket and are the basic mechanism of communication between plugins of the application. Each application defines its own event types, including the mechanisms for serializing and deserializing an event's message to/from bytes. No assumption is made about the serialization format used for events, and different event types can utilize different formats.
Plugins are independent components of an application that create and consume events. Each plugin defines
the event types it is interested in, and the core event-engine
proxies event messages to the application's
plugins using a publish-subscribe pattern.
Plugins can be "internal" or "external". Internal plugins run as child threads within the main (Rust) application process and are necessarily written in Rust. External plugins run as separate OS processes and can be written in any language.
All event message communication happens via zmq
sockets which event-engine
manages. Internal plugins
send and receive event messages using inproc
sockets while external plugins use TCP sockets.
The main steps to building an application using event-engine
are as follows:
EventType
s and Event
s for the application. The events.rs
module includes two traits,
EventType
and Event
, to be implemented.plugins.rs
module includes the Plugin
and ExternalPlugin
traits to be implemented.event_engine::App
object and configure it with the plugins for the application. For example, use event_engine::App;
// define events and plugins
// create the App object, register the plugins and run
fn main() {
// two Rust plugins
let msg_producer = MsgProducerPlugin::new();
let counter = CounterPlugin::new();
// an external plugin written in python
let pyplugin = PyPlugin::new();
// main application object
let app: App = App::new(5559, 5560);
app.register_plugin(Arc::new(Box::new(msg_producer)))
.register_plugin(Arc::new(Box::new(counter)))
.register_external_plugin(Arc::new(Box::new(pyplugin)))
.run()
.unwrap();
()
}
In the case of external plugins, a small Python module, events.py
, included within the pyevents
directory of this repository, has been written to simplify the process of writing Python plugins.
There is also a Docker image, tapis/pyevents
, which can be used to build a standalone container
with a Python plugin.
This repository includes a complete example application consisting of two (internal) Rust plugins and
one external Python plugin. The application is packaged as two Docker containers -- the main Rust
application, with the two Rust plugins, runs in the first container and the Python plugin runs in the second
container. See the example
directory for more details.
As mentioned in the introduction, the even-engine
framework is designed around two primary notions:
The subsequent sections discuss the design and architecture of event-engine
in more detail.
ZMQ sockets provide a foundational building block for event-engine
. The ZMQ socket exposes a single API supporting
multiple transports, including in-process, inter-process and TCP. It also enables a number of advanced messaging
patterns, such as request-reply and pub-sub, while simultaneously handling issues such as auto-reconnect.
In ZMQ, all sockets have a type, and socket types tend to work together in pairs. event-engine
uses two socket
type pairs to enable its functionality: PUB-SUB
sockets are used to allow plugins to publish events and receive
events generated by other plugins, and REP-REQ
sockets are used to sync all plugins at the start of an application,
to ensure that no plugin misses initial messages that are sent.
The engine creates socket objects for itself and for each of the plugins. The socket types mirror each other:
The engine creates an "outgoing" socket bound to an inproc
URL and TCP port of type PUB
for itself, and it
creates a corresponding SUB
socket bound to the same endpoints for each plugin. This is the socket on which plugins
receive new event messages.
Similarly, the engine creates an "incoming" socket bound to an inproc
URL and TCP port of type SUB
for itself, and
it creates a corresponding PUB
socket bound to the same endpoints for each plugin. This is the socket on which plugins
publish new event messages.
It creates a "sync" socket of type REP
that the engine uses and of type REQ
that each plugin uses for
synchronization.
Synchronization works in two steps: first, each plugin is started with a REQ
socket, and it sends a "ready" message on
this socket once it is started. The plugin then blocks, waiting for a reply from the engine. The engine collects a
"ready" message from each registered plugin before sending an "ok" reply (on its corresponding REP
sockets) to each
plugin. Once a plugin thread has received an "ok" reply, its start function is executed.
event-engine
Working