Crates.io | troupe |
lib.rs | troupe |
version | 0.1.0 |
source | src |
created_at | 2023-11-18 22:29:28.844095 |
updated_at | 2023-11-18 22:29:28.844095 |
description | Library for modelling Rust applications with actors |
homepage | |
repository | https://github.com/TylerBloom/troupe |
max_upload_size | |
id | 1040763 |
size | 103,070 |
Troupe is an experimental, high-level library for modeling your application using the actor model. Actors model concurrent mutable state via isolated components and message passing. This approach enables you to both have clear seperation of concerns between different components of your program as well as plainly model how a component can change. An actor approach is strongest when:
Troupe was born while building full-stack Rust apps. There, the frontend client authenticates, opens a websocket connection, pulls data from the server, and presents a UI to the user. In the single-threaded envinorment of WASM, it is difficult to manage all of the sources of mutation: UI interactions, updates from the server, etc. There, actors can be used to manage the websocket connection, process data from the server, and propagate it to the rest of the app (including non-actor parts like the UI). The UI can then communicate with the actors to present the UI and process interactions. On the server side, actors can be used to manage websockets, buffer communicate between the database and cached data, and track changes in a user's session info.
To achieve isolation, actors in troupe
are contained within an async processes of existing async runtimes.
Because of this, troupe
is able to support several async runtimes, including tokio
, async-std
, and wasm-bindgen-futures
(for WASM targets), which allows you to slowly incorporate it into your project's architecture.
Do note that actor communication uses tokio
's channels regardless of the async runtime.
The heart of a troupe
actor is a state type and a message type.
Let's take a simple cache as an example:
pub struct Cache(HashMap<Uuid, YourData>);
pub enum CacheCommand {
Insert(Uuid, YourData),
Get(Uuid, OneshotSender<Option<YourData>>),
Delete(Uuid),
}
The message type encapsulates how the state can change and what data the actor has to process. These messages are sent from various source to be processed by the state. To finish the actor, Cache
just has to implement the ActorState
trait.
impl ActorState for Cache {
type Permanence = Permanent;
type ActorType = SinkActor;
type Message = CacheCommand;
type Output = ();
async fn process(&mut self, _: &mut Scheduler<Self>, msg: CacheCommand) {
match msg {
CacheCommand::Insert(key, val) => {
self.inner.insert(key, val);
}
CacheCommand::Get(key, send) => {
let _ = send.send(self.inner.get(&key).cloned());
}
CacheCommand::Delete(key) => {
self.inner.remove(&key);
}
}
}
}
ActorState
has several other associated types beyond the message type.
These types are mostly marker types and inform how other parts of your program should interact with the actor.
This communication is done through a client, which is created when the actor is launched.
The associated ActorType
type tells the client if the actor expects messages to be sent to it or if messages will be broadcast from the actor (or both).
The associated Permanence
type informs the client if it should expect the actor to close at any point.
Lastly, the associated Output
type is only used for actor that broadcast messages, in which case the actor will broadcast messages of the Output
type.
Once running, troupe
pairs every actor state with a scheduler.
The scheduler is responsible for managing futures that the state queues and attached streams of message.
The queued futures will be polled at the same time that the scheduler waits for inbound messages.
Most actors have one attached stream by default, the channel used to communicate between the client and the actor.
Client message streams use tokio MPSC-style channels, but actors can add any stream that yield messages that can be converted into the actor's message type (such as socket connections).
Conceptually, the scheduler-actor relationship can be model as:
_____________________________________________
| Actor |
| ___________ ___________ |
| | Scheduler | --- message --> | State | |
| | [streams] | <-- streams --- | | |
| | [futures] | <-- futures --- | | |
| |___________| |___________| |
|_____________________________________________|
As stated before, every actor returns a client.
Each actor defines how its clients behave.
There are three types of clients: SinkClient
, StreamClient
, and JointClient
.
A SinkClient
is the type of client you are most likely to use.
It enables you to send messages directly to the actor.
These messages can be either "fire-and-forget" or "request-response" style messages.
Note that a SinkClient
does not actually implement the Sink
trait, but, rather, serves the same conceptual purpose.
A StreamClient
listens for messages that are broadcast from an actor.
Unlike a SinkClient
, a StreamClient
does not directly support any type of message passing into the actor.
It does, however, implement the Stream
trait.
Lastly, a JointClient
is both a SinkClient
and a StreamClient
put together.
A JointClient
can be decomposed into one or both of the other clients.
Note, the actor type defines what kind of clients can be constructed, so you can not, for example, construct a StreamClient
for an actor that will never broadcast a message.
The last major component of the troupe
actor model is permanence.
Some actors are designed to run forever.
These are called Permanent
actors.
Other actors are designed to run for some time (perhaps a long time) and then close.
These are called Transient
actors.
This distinction largely serves to help with the ergonomics of interacting with actors.
If an actor is designed to never shutdown, then the oneshot channels used for request-response style messages can be safely unwrapped.
The same is not true for Transient
actors.
Regardless of the permanence of the actor, all actors might exhaust their source of messages.
This happens when all streams have ran dry and no message-yeilding futures are queued.
When this happens, there is built-in "garbage collection" for troupe actors.
The scheduler will mark an actor as "dead" and then shutdown the actor process if it ever reaches this state.
For SinkActors
, this can only occur if all message-sending clients have been dropped.
Troupe is currently experimental and subject to potential breaking changes (with due consideration). Breaking changes might occur to improve API ergonomics, to tweak the actor model, or to use new Rust language features. In particular, there are several language features that will be used improve this crate upon stabilization:
The stabilization of the first two present garunteed breaking changes for this crate but will drastically improve usability and ergonomics.
Specialization will enable the ActorBuilder
to present identically-named methods for launching the actor while returning the appropiate client type.
The stabilization of async fn
in traits will allow for the loosening of constraints on ActorState
s in WASM contexts, allowing them to just be 'static
instead of 'static + Send
.
Currently, troupe
only provides a framework for building actors.
If there are certain patterns that are commonplace, a general version of that pattern might find its way into this crate or a similar crate.
One such example is something like a local-first buffered state.
Here, you have some data that exists in two locations, say client and server, and you want update the state in one location then propagate those changes elsewhere.
Another possible actor pattern in a "poll" actor. This would build upon a broadcast actor, but the broadcast message would contain a oneshot channel for communicating a "vote" with the actor.
This project is currently licensed under a LGPL-2.1 license. This allows you to use this crate to build other crates (library or application) under any license (open-source or otherwise). The primary intent of using this license is to require crates that modify to source of this crate to also be open-source licensed (LGPL or stronger).
If there is an aspect of the project that you wish to see changed, improved, or even removed, open a ticket or PR. If you have an interesting design pattern that uses actors and would like to see if in this crate, open a ticket!!