fabaccess-bffh/src/resource.rs

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use async_trait::async_trait;
use futures::channel::oneshot;
use futures_signals::signal::Mutable;
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use smol::channel::Receiver;
use crate::error::Error;
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use crate::state::{State, StateDB};
/// A resource in BFFH has to contain several different parts;
/// - Currently set state
/// - Execution state of attached actors (⇒ BFFH's job)
/// - Output of interal logic of a resource
/// ⇒ Resource logic gets read access to set state and write access to output state.
/// ⇒ state `update` happens via resource logic. This logic should do access control. If the update
/// succeeds then BFFH stores those input parameters ("set" state) and results / output state.
/// Storing input parameters is relevant so that BFFH can know that an "update" is a no-op
/// without having to run the module code.
/// ⇒ in fact actors only really care about the output state, and shouldn't (need to) see "set"
/// state.
/// ⇒ example reserving:
/// - Claimant sends 'update' message with a new state
/// - Doesn't set the state until `update` has returned Ok.
/// - This runs the `update` function with that new state and the claimants user context returning
/// either an Ok or an Error.
/// - Error is returned to Claimant to show user, stop.
/// - On ok:
/// - Commit new "set" state, storing it and making it visible to all other claimants
/// - Commit new output state, storing it and notifying all connected actors / Notify
/// ⇒ BFFHs job in this whole ordeal is:
/// - Message passing primitives so that update message are queued
/// - As reliable as possible storage system for input and output state
/// - Again message passing so that updates are broadcasted to all Notify and Actors.
/// ⇒ Resource module's job is:
/// - Validating updates semantically i.e. are the types correct
/// - Check authorization of updates i.e. is this user allowed to do that
#[async_trait]
pub trait Resource {
/// Returns true if the given state is valid, and false otherwise
fn validate(&mut self, state: &State) -> bool;
/// Run whatever internal logic this resource has for the given State update, and return the
/// new output state that this update produces.
async fn update(&mut self, state: &State) -> Result<State, Error>;
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}
pub struct Update {
pub state: State,
pub errchan: oneshot::Sender<Error>,
}
pub struct ResourceDriver {
res: Box<dyn Resource>,
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db: StateDB,
rx: Receiver<Update>,
signal: Mutable<State>,
}
impl ResourceDriver {
pub async fn drive_to_end(&mut self) {
while let Ok(update) = self.rx.recv().await {
let state = update.state;
let errchan = update.errchan;
match self.res.update(&state).await {
Ok(outstate) => {
// FIXME: Send any error here to some global error collector. A failed write to
// the DB is not necessarily fatal, but it means that BFFH is now in an
// inconsistent state until a future update succeeds with writing to the DB.
// Not applying the new state isn't correct either since we don't know what the
// internal logic of the resource has done to make this happen.
// Another half right solution is to unwrap and recreate everything.
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//self.db.store(&state, &outstate);
self.signal.set_neq(outstate);
},
Err(e) => {
errchan.send(e);
}
}
}
}
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}