use async_trait::async_trait; use futures::channel::oneshot; use futures_signals::signal::Mutable; use smol::channel::Receiver; use crate::error::Error; 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; } pub struct Update { pub state: State, pub errchan: oneshot::Sender, } pub struct ResourceDriver { res: Box, db: StateDB, rx: Receiver, signal: Mutable, } 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. //self.db.store(&state, &outstate); self.signal.set_neq(outstate); }, Err(e) => { errchan.send(e); } } } } }