Crates.io | state-shift |
lib.rs | state-shift |
version | 2.1.0 |
source | src |
created_at | 2024-09-26 21:22:21.10949 |
updated_at | 2024-11-28 07:03:58.925058 |
description | Macros for implementing Type-State-Pattern on your structs and methods |
homepage | |
repository | https://github.com/ozgunozerk/state-shift |
max_upload_size | |
id | 1388038 |
size | 87,400 |
state-shift let's you convert your structs and methods into type-state version, without the ugly code.
If type-state-pattern
didn't sound familiar, scroll to What the hell is even Type-State-Pattern?
Say, you want to build a player, and some fields need to be set before the others. In short, a classic type-state-pattern example...
[!WARNING] Below are the comparison codes with and without state-shift. If you don't like reading huge chunks of code like me, scroll a bit down to see the chunk by chunk comparison
[!CAUTION] A simple Type-State
PlayerBuilder
example WITHOUT state-shift:
use core::marker::PhantomData;
struct PlayerBuilder<State1 = Initial> {
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
_state: PhantomData<fn() -> State1>,
}
mod sealed {
pub trait Sealed {}
}
pub trait TypeStateProtector: sealed::Sealed {}
struct Initial;
struct RaceSet;
struct LevelSet;
struct SkillSlotsSet;
impl sealed::Sealed for Initial {}
impl sealed::Sealed for RaceSet {}
impl sealed::Sealed for LevelSet {}
impl sealed::Sealed for SkillSlotsSet {}
impl TypeStateProtector for Initial {}
impl TypeStateProtector for RaceSet {}
impl TypeStateProtector for LevelSet {}
impl TypeStateProtector for SkillSlotsSet {}
impl PlayerBuilder<Initial> {
fn new() -> Self {
PlayerBuilder {
race: None,
level: None,
skill_slots: None,
_state: (PhantomData),
}
}
fn set_race(self, race: Race) -> PlayerBuilder<RaceSet> {
PlayerBuilder {
race: Some(race),
level: self.level,
skill_slots: self.skill_slots,
_state: (PhantomData),
}
}
}
impl PlayerBuilder<RaceSet> {
fn set_level(self, level_modifier: u8) -> PlayerBuilder<LevelSet> {
let level = match self.race {
Some(Race::Orc) => level_modifier + 2, // Orc's have +2 level advantage
Some(Race::Human) => level_modifier, // humans are weak
None => unreachable!("type safety ensures that `race` is initialized"),
};
PlayerBuilder {
race: self.race,
level: Some(level),
skill_slots: self.skill_slots,
_state: (PhantomData),
}
}
}
impl PlayerBuilder<LevelSet> {
fn set_skill_slots(self, skill_slot_modifier: u8) -> PlayerBuilder<SkillSlotsSet> {
let skill_slots = match self.race {
Some(Race::Orc) => skill_slot_modifier,
Some(Race::Human) => skill_slot_modifier + 1, // Human's have +1 skill slot advantage
None => unreachable!("type safety ensures that `race` should be initialized"),
};
PlayerBuilder {
race: self.race,
level: self.level,
skill_slots: Some(skill_slots),
_state: (PhantomData),
}
}
}
impl<A> PlayerBuilder<A>
where
A: TypeStateProtector,
{
fn say_hi(self) -> Self {
println!("Hi!");
self
}
}
impl PlayerBuilder<SkillSlotsSet> {
fn build(self) -> Player {
Player {
race: self.race.expect("type safety ensures this is set"),
level: self.level.expect("type safety ensures this is set"),
skill_slots: self.skill_slots.expect("type safety ensures this is set"),
}
}
}
#[derive(Debug)]
struct Player {
race: Race,
level: u8,
skill_slots: u8,
}
#[derive(Debug, PartialEq)]
enum Race {
Orc,
#[allow(unused)]
Human,
}
fn main() {
let player = PlayerBuilder::new()
.set_race(Race::Orc)
.set_level(1)
.set_skill_slots(1)
.say_hi()
.build();
println!("Race: {:?}", player.race);
println!("Level: {}", player.level);
println!("Skill slots: {}", player.skill_slots);
}
[!TIP] A simple Type-State
PlayerBuilder
example WITH state-shift:
use state_shift::{impl_state, type_state};
#[type_state(
states = (Initial, RaceSet, LevelSet, SkillSlotsSet), // defines the available states
slots = (Initial) // defines how many concurrent states will be there, and the initial values for these states
)]
struct PlayerBuilder {
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
}
#[impl_state]
impl PlayerBuilder {
#[require(Initial)] // require the default state for the constructor
fn new() -> PlayerBuilder {
PlayerBuilder {
race: None,
level: None,
skill_slots: None,
}
}
#[require(Initial)] // can be called only at `Initial` state.
#[switch_to(RaceSet)] // Transitions to `RaceSet` state
fn set_race(self, race: Race) -> PlayerBuilder {
PlayerBuilder {
race: Some(race),
level: self.level,
skill_slots: self.skill_slots,
}
}
#[require(RaceSet)]
#[switch_to(LevelSet)]
fn set_level(self, level_modifier: u8) -> PlayerBuilder {
let level = match self.race {
Some(Race::Orc) => level_modifier + 2, // Orc's have +2 level advantage
Some(Race::Human) => level_modifier, // humans are weak
None => unreachable!("type safety ensures that `race` is initialized"),
};
PlayerBuilder {
race: self.race,
level: Some(level),
skill_slots: self.skill_slots,
}
}
#[require(LevelSet)]
#[switch_to(SkillSlotsSet)]
fn set_skill_slots(self, skill_slot_modifier: u8) -> PlayerBuilder {
let skill_slots = match self.race {
Some(Race::Orc) => skill_slot_modifier,
Some(Race::Human) => skill_slot_modifier + 1, // Human's have +1 skill slot advantage
None => unreachable!("type safety ensures that `race` should be initialized"),
};
PlayerBuilder {
race: self.race,
level: self.level,
skill_slots: Some(skill_slots),
}
}
/// doesn't require any state, so this is available at any state
#[require(A)]
fn say_hi(self) -> Self {
println!("Hi!");
self
}
#[require(SkillSlotsSet)]
fn build(self) -> Player {
Player {
race: self.race.expect("type safety ensures this is set"),
level: self.level.expect("type safety ensures this is set"),
skill_slots: self.skill_slots.expect("type safety ensures this is set"),
}
}
}
#[derive(Debug)]
struct Player {
race: Race,
level: u8,
skill_slots: u8,
}
#[derive(Debug, PartialEq)]
enum Race {
#[allow(unused)]
Orc,
Human,
}
fn main() {
let player = PlayerBuilder::new()
.set_race(Race::Orc)
.set_level(1)
.set_skill_slots(1)
.say_hi()
.build();
println!("Race: {:?}", player.race);
println!("Level: {}", player.level);
println!("Skill slots: {}", player.skill_slots);
}
Consuming huge chunks of code may be overwhelming, so let's break it down.
[!NOTE] Also, let's assume that you want to track multiple states simultaneously for your struct
struct PlayerBuilder<State1 = Initial, State2 = Initial, State3 = Initial>
where
State1: TypeStateProtector,
State2: TypeStateProtector,
State3: TypeStateProtector,
{
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
spell_slots: Option<u8>,
_state: (
PhantomData<State1>,
PhantomData<State2>,
PhantomData<State3>,
),
}
[!CAUTION] The above code might suck the enjoyment out of writing Rust code.
#[type_state(
states = (Initial, RaceSet, LevelSet, SkillSlotsSet),
slots = (Initial, Initial, Initial)
)]
struct PlayerBuilder {
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
spell_slots: Option<u8>,
}
[!TIP] Mmmhh! Much better, right?
without this library, you probably have to write something like this (BAD):
impl<B, C> PlayerBuilder<Initial, B, C>
where
B: TypeStateProtector,
C: TypeStateProtector,
{
fn set_race(self, race: Race) -> PlayerBuilder<RaceSet, B, C> {
{
{
PlayerBuilder {
race: Some(race),
level: self.level,
skill_slots: self.skill_slots,
spell_slots: self.spell_slots,
_state: (PhantomData, PhantomData, PhantomData),
}
}
}
}
}
[!CAUTION] It's not immediately obvious what's going on here, which state is required, to which state it's transitioning into, etc.
#[require(Initial, B, C)]
#[switch_to(RaceSet, B, C)]
fn set_race(self, race: Race) -> PlayerBuilder {
PlayerBuilder {
race: Some(race),
level: self.level,
skill_slots: self.skill_slots,
spell_slots: self.spell_slots,
}
}
[!TIP] Immediately signals:
which state is required.
to which state it's transitioning into.
No weird generics and intermediate unit structs that hurting your brain.
mod sealed {
pub trait Sealed {}
}
pub trait TypeStateProtector: sealed::Sealed {}
pub struct Initial;
pub struct RaceSet;
pub struct LevelSet;
pub struct SkillSlotsSet;
pub struct SpellSlotsSet;
impl sealed::Sealed for Initial {}
impl sealed::Sealed for RaceSet {}
impl sealed::Sealed for LevelSet {}
impl sealed::Sealed for SkillSlotsSet {}
impl sealed::Sealed for SpellSlotsSet {}
impl TypeStateProtector for Initial {}
impl TypeStateProtector for RaceSet {}
impl TypeStateProtector for LevelSet {}
impl TypeStateProtector for SkillSlotsSet {}
impl TypeStateProtector for SpellSlotsSet {}
[!CAUTION] EWWWW
#[type_state(states = (Initial, RaceSet, LevelSet, SkillSlotsSet), slots = (Initial, Initial, Initial))]
struct PlayerBuilder {
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
spell_slots: Option<u8>,
}
[!TIP] The necessary states that we want to use, cannot be more clear!
I love type-state pattern's promises:
compile time checks
better/safer auto completion suggestions by your IDE
no additional runtime costs
However, I agree that in order to utilize type-state pattern, the code has to become quite ugly. We are talking about less readable and maintainable code, just because of this.
Although I'm a fan, I agree usually it's not a good idea to use type-state pattern.
And THAT, my friends, bothered me...
So I wrote state-shift
.
TL;DR -> it lets you convert your structs and methods into type-state version, without the ugly code. So, best of both worlds!
If you don't appreciate all the boilerplate code required by Type-State-Pattern that makes the DevX worse, but you still like the idea of type-safety provided by it, this library is for you. state-shift
lets you write your code as if type-state-pattern was not there, yet grants you the benefits of type-safety.
Here is a great blog post that explains it, I heard that the author is a good person: https://cryptical.xyz/rust/type-state-pattern
TL;DR -> instead of relying on runtime checks, Type-State-Pattern uses type-safety to enforce specific methods are only callable at specific states at compile time.
For example, you cannot call fight()
method on a Player
struct when it is in Dead
state. You normally accomplish this by introducing boolean flags and runtime checks. With Type-State-Pattern, you achieve this without any runtime checks, purely by the type-safety provided by Rust primitives.
This is good, due to:
Let’s say you have a Player
struct with methods like:
die()
resurrect()
As a reasonable person, you probably don’t want someone to call die()
on a player who’s already Dead
.
[!TIP] People cannot die twice!
With this library, you can ensure that your methods respect the logical state transitions, preventing awkward situations like trying to player.die().die()
;
This library lets you have above mentioned type-safe methods, WITHOUT:
Dead
state and one for Alive
state)In short, the users of this library won't be able to call:
[!CAUTION]
let player = PlayerBuilder::new().die().die(); // ❌ Invalid!
The good thing is, after calling the first
die()
method, the seconddie()
won't be even suggested by your IDE via autocomplete.And even if you insist to type it anyway, it will be a compile-time error!
Imagine you have a PlayerBuilder
struct designed to construct a Player
. Some fields need to be set before others because of logical dependencies. For instance, the race
field must be specified before the level
field, as the race affects how we calculate the player's starting level.
[!CAUTION] So, we don't want the below code:
let player = PlayerBuilder::new().level(10) // ❌ Invalid!
[!TIP] We want the below code:
let player = PlayerBuilder::new().race(Race::Human).level(10) // ✅
The gist of it is, some fields of the PlayerBuilder
are depending on other fields. So we want to force the users of this library to set these fields in order by making invalid orders completely unrepresentable at compile time. Even rust-analyzer won't suggest the invalid methods as auto-completion! How wonderful is that!
The macros do all the heavy lifting for you. You just need to write your code as if type-state-pattern was not there, yet grants you the benefits of type-safety.
this library also uses sealed-traits to ensure even more safety! And again, you don't need to worry about anything. Sealed-traits basically ensure that the user cannot implement these trait themselves. So, your structs are super-safe!
I tried to document nearly everything. If you are curios on what the macros do under the hood, even those macros are documented! Just check the inline documentation and I'm sure you will understand what's going on in a blink of an eye!
I'm a quite friendly guy. Don't hesitate to open an issue or a pull request if you have any suggestions or if you want to contribute! Just keep in mind that everyone contributing to here (including myself) are doing it voluntarily. So, always be respectful and appreciate other's time and effort.
Remember, this library is just hiding the ugly type-state-pattern boilerplate code under the hood. This means, your code still have to obey some rules.
Most of the issues arise from when we are returning the Self
type. The compiler doesn't like the Self
keyword in type-state-pattern, because we are actually not returning the Self
, but a different type. For example, it could be that our method is accepting Player<Alive>
but we are returning Player<Dead>
.
And you know how Rust compiler is. It is very strict about types!
Self
in the return position of the method's signature:[!CAUTION]
fn my_method(self) -> Self { // `-> Self` ❌ // redacted body }
[!TIP]
fn my_method(self) -> PlayerBuilder { // `-> ConcreteName` ✅ // redacted body }
Self
in the method's body:[!CAUTION]
fn my_method(self) -> PlayerBuilder { Self { // `Self {}` ❌ race: Race::human level: self.level } }
[!TIP]
fn my_method(self) -> PlayerBuilder { PlayerBuilder { // `PlayerBuilder {}` ✅ race: Race::human level: self.level } }
self
is ok to use, but there is one exception:[!CAUTION]
fn my_method(self) -> PlayerBuilder { PlayerBuilder { race: Race::human ..self // `..self` ❌ } }
[!NOTE] actually having
..self
is not supported by the Rust compiler in this context, YET.So hoping it will become stable in the future and we won't have to worry about it.
_state
field to your struct to make it compatible with type-state-pattern. If you want to opt-out of the macros for god knows why, keep in mind that you need to provide the hidden _state
field for your methods.[!WARNING]
impl PlayerBuilder { fn my_weird_method(&self) -> Self { Self { race: Some(Race::Human), level: self.level, skill_slots: self.skill_slots, _state: (::core::marker::PhantomData), // Don't forget this! } } }
[!IMPORTANT] You only need to worry about
_state
field if you want to opt-out of the macros! So, keep using the macros, and keep yourself stress free 🥂
[!CAUTION]
#[type_state(states = (Initial, RaceSet, LevelSet), slots = (Initial))] struct PlayerBuilder { race: Option<Race>, level: Option<u8>, } #[type_state(states = (Initial, RaceSet, LevelSet), slots = (Initial))] struct AnotherBuilder { race: Option<Race>, level: Option<u8>, }
[!TIP]
#[type_state(states = (Initial, RaceSet, LevelSet), slots = (Initial))] struct PlayerBuilder { race: Option<Race>, level: Option<u8>, } #[type_state(states = (OpInitial, OpRaceSet, OpLevelSet), slots = (OpInitial))] struct OpponentBuilder { race: Option<Race>, level: Option<u8>, }
It's up to you how to do the namings, but don't use the same state names across different structs.
#[type_state]
macro generates marker structs for each state. If you use the same state names, the macro will try to generate multiple marker structs with the same name, causing compile-time errors.
This feature was both my favorite to implement and the most brain-melting (design-wise and implementation-wise).
The problem:
Imagine you have three fields for your struct: a
, b
, and c
. You want c
to be set only after both a
and b
are set. Not just one of them—both.
How do you accomplish this with type-state-pattern? This is a problem because the default design pattern allows you to have a single state to track.
One workaround is to have multiple states for the combinations of a
and b
. For example, you can have the following states:
a_set_but_b_not_set
b_set_but_a_not_set
a_set_and_b_set
.This is not a good solution due to 2 reasons:
impl
blocks. The compiler of course doesn't like that. The only workaround to have the same function body on different impl
blocks, is to have different names for these methods. Same methods, but different names? No more explanation needed on why this is bad.The Solution:
Multiple state slots. By allowing multiple state slots, you can track each state separately, and they won't override each other. You can see this in action in the tests/complex_example.rs
. It showcases how this is done, and when can it be useful. Now, the macro for our struct should make more sense:
#[type_state(
states = (Initial, RaceSet, LevelSet, SkillSlotsSet), // defines the available states
slots = (Initial) // defines how many concurrent states will be there, and the initial values for these states
)]
struct PlayerBuilder {
race: Option<Race>,
level: Option<u8>,
skill_slots: Option<u8>,
spell_slots: Option<u8>,
}
Say you have this:
fn player_builder_logger(player_builder: PlayerBuilder) {
println!("PlayerBuilder's level: {:?}", player_builder.level);
}
You can pass the player_builder
without any type-annotation, but then it would expect the states to be equal to the default ones, in this case: PlayerBuilder<Initial>
.
If you want to pass another state, I think you have to explicitly tell the code:
fn player_builder_logger(player_builder: PlayerBuilder<LevelSet>) {
println!("PlayerBuilder's level: {:?}", player_builder.level);
}
Then you can call it like this:
fn main() {
let player = PlayerBuilder::new().set_race(Race::Human).set_level(4);
player_builder_logger(player);
}
async
or const
methods?Result<MyStruct>
or Option<MyStruct>
or similar complex types in my methods?require
and switch_to
imported in the examples. What's up with that?require
and switch_to
are consumed by the impl_state
macro. I don't want to dive into technical details,
but basically require
and switch_to
need some extra info from the impl
block, so impl_state
macro handles all that
communication. If you are curious, check out the inline docs in lib.rs
.
In short, you don't need to import require
and switch_to
in your code.
Happy coding!