Easily create type-safe Future
s from state machines — without the boilerplate.
state_machine_future
type checks state machines and their state transitions,
and then generates Future
implementations and typestate0
boilerplate for you.
Most of the time, using Future
combinators like map
and then
are a great
way to describe an asynchronous computation. Other times, the most natural way
to describe the process at hand is a state machine.
When writing state machines in Rust, we want to leverage the type system to
enforce that only valid state transitions may occur. To do that, we want
typestates0: types that represents each state in the state
machine, and methods whose signatures only permit valid state transitions. But
we also need an enum
of every possible state, so we can treat the whole
state machine as a single entity, and implement Future
for it. But this is
getting to be a lot of boilerplate...
Enter #[derive(StateMachineFuture)]
.
With #[derive(StateMachineFuture)]
, we describe the states and the possible
transitions between them, and then the custom derive generates:
-
A typestate for each state in the state machine.
-
A type for the whole state machine that implements
Future
. -
A concrete
start
method that constructs the state machineFuture
for you, initialized to its start state. -
A state transition polling trait, with a
poll_zee_choo
method for each non-final stateZeeChoo
. This trait describes the state machine's valid transitions, and its methods are called byFuture::poll
.
Then, all we need to do is implement the generated state transition polling trait.
Additionally, #[derive(StateMachineFuture)]
will statically prevent against
some footguns that can arise when writing state machines:
-
Every state is reachable from the start state: there are no useless states.
-
There are no states which cannot reach a final state. These states would otherwise lead to infinite loops.
-
All state transitions are valid. Attempting to make an invalid state transition fails to type check, thanks to the generated typestates.
Describe the state machine's states with an enum
and add
#[derive(StateMachineFuture)]
to it:
#[derive(StateMachineFuture)]
enum MyStateMachine {
// ...
}
There must be one start state, which is the initial state upon construction;
one ready state, which corresponds to Future::Item
; and one error
state, which corresponds to Future::Error
.
#[derive(StateMachineFuture)]
enum MyStateMachine {
#[state_machine_future(start)]
Start,
// ...
#[state_machine_future(ready)]
Ready(MyItem),
#[state_machine_future(error)]
Error(MyError),
}
Any other variants of the enum
are intermediate states.
We define which state-to-state transitions are valid with
#[state_machine_future(transitions(...))]
. This attribute annotates a state
variant, and lists which other states can be transitioned to immediately after
this state.
A final state (either ready or error) must be reachable from every intermediate state and the start state. Final states are not allowed to have transitions.
#[derive(StateMachineFuture)]
enum MyStateMachine {
#[state_machine_future(start, transitions(Intermediate))]
Start,
#[state_machine_future(transitions(Start, Ready))]
Intermediate { x: usize, y: usize },
#[state_machine_future(ready)]
Ready(MyItem),
#[state_machine_future(error)]
Error(MyError),
}
From this state machine description, the custom derive generates boilerplate for us.
For each state, the custom derive creates:
- A typestate for the state. The type's name matches the variant name, for
example the
Intermediate
state variant's typestate is also namedIntermediate
. The kind of struct type generated matches the variant kind: a unit-style variant results in a unit struct, a tuple-style variant results in a tuple struct, and a struct-style variant results in a normal struct with fields.
State enum Variant |
Generated Typestate |
---|---|
enum StateMachine { MyState, ... } |
struct MyState; |
enum StateMachine { MyState(bool, usize), ... } |
struct MyState(bool, usize); |
enum StateMachine { MyState { x: usize }, ... } |
struct MyState { x: usize }; |
- An
enum
for the possible states that can come after this state. Thisenum
is namedAfterX
whereX
is the state's name. There is also aFrom<Y>
implementation for eachY
state that can be transitioned to afterX
. For example, theIntermediate
state would get:
enum AfterIntermediate {
Start(Start),
Ready(Ready),
}
impl From<Start> for AfterIntermediate {
// ...
}
impl From<Ready> for AfterIntermediate {
// ...
}
Next, for the state machine as a whole, the custom derive generates:
-
A state machine
Future
type, which is essentially anenum
of all the different typestates. This type is namedBlahFuture
whereBlah
is the name of the state machine descriptionenum
. In this example, where the state machine description is namedMyStateMachine
, the generated state machine future type would be namedMyStateMachineFuture
. -
A polling trait,
PollBordle
whereBordle
is this state machine description's name. For each non-final stateTootWasabi
, this trait has a method,poll_toot_wasabi
, which is likeFuture::poll
but specialized to the current state. Each method takes conditional ownership of its state (viaRentToOwn
) and returns afutures::Poll<AfterThisState, Error>
whereError
is the state machine's error type. This signature does not allow invalid state transitions, which makes attempting an illegal state transition fail to type check. Here is theMyStateMachine
's polling trait, for example:
trait PollMyStateMachine {
fn poll_start<'a>(
start: &'a mut RentToOwn<'a, Start>,
) -> Poll<AfterStart, Error>;
fn poll_intermediate<'a>(
intermediate: &'a mut RentToOwn<'a, Intermediate>,
) -> Poll<AfterIntermediate, Error>;
}
-
An implementation of
Future
for that type. This implementation dispatches to the appropriate polling trait method depending on what state the future is in:-
If the
Future
is in theStart
state, then it uses<MyStateMachine as PollMyStateMachine>::poll_start
. -
If it is in the
Intermediate
state, then it uses<MyStateMachine as PollMyStateMachine>::poll_intermediate
. -
Etc...
-
-
A concrete
start
method for the description type (soMyStateMachine::start
in this example) which constructs a new state machineFuture
type in its start state for you. This method has a parameter for each field in the start state variant.
Start enum Variant |
Generated start Method |
---|---|
MyStart, |
fn start() -> MyStateMachineFuture { ... } |
MyStart(bool, usize), |
fn start(arg0: bool, arg1: usize) -> MyStateMachineFuture { ... } |
MyStart { x: char, y: bool }, |
fn start(x: char, y: bool) -> MyStateMachineFuture { ... } |
Given all those generated types and traits, all we have to do is impl PollBlah for Blah
for our state machine Blah
.
impl PollMyStateMachine for MyStateMachine {
fn poll_start<'a>(
start: &'a mut RentToOwn<'a, Start>
) -> Poll<AfterStart, MyError> {
// Call `try_ready!(start.inner.poll())` with any inner futures here.
//
// If we're ready to transition states, then we should return
// `Ok(Async::Ready(AfterStart))`. If we are not ready to transition
// states, return `Ok(Async::NotReady)`. If we encounter an error,
// return `Err(...)`.
}
fn poll_intermediate<'a>(
intermediate: &'a mut RentToOwn<'a, Intermediate>
) -> Poll<AfterIntermediate, MyError> {
// Same deal as above...
}
}
The state machine also allows to pass in a context that is available in every poll_*
method
without having to explicitly include it in every one.
The context can be specified through the context
argument of the state_machine_future
attribute.
This will add parameters to the start
method as well as to each poll_*
method of the trait.
#[macro_use]
extern crate state_machine_future;
extern crate futures;
use futures::*;
use state_machine_future::*;
struct MyContext {
}
struct MyItem {
}
enum MyError {
}
#[derive(StateMachineFuture)]
#[state_machine_future(context = "MyContext")]
enum MyStateMachine {
#[state_machine_future(start, transitions(Intermediate))]
Start,
#[state_machine_future(transitions(Start, Ready))]
Intermediate { x: usize, y: usize },
#[state_machine_future(ready)]
Ready(MyItem),
#[state_machine_future(error)]
Error(MyError),
}
impl PollMyStateMachine for MyStateMachine {
fn poll_start<'s, 'c>(
start: &'s mut RentToOwn<'s, Start>,
context: &'c mut RentToOwn<'c, MyContext>
) -> Poll<AfterStart, MyError> {
// The `context` instance passed into `start` is available here.
// It is a mutable reference, so are free to modify it.
unimplemented!()
}
fn poll_intermediate<'s, 'c>(
intermediate: &'s mut RentToOwn<'s, Intermediate>,
context: &'c mut RentToOwn<'c, MyContext>
) -> Poll<AfterIntermediate, MyError> {
// The `context` is available here as well.
// It is the same instance. This means if `poll_start` modified it, those
// changes will be visible to this method as well.
unimplemented!()
}
}
fn main() {
let _ = MyStateMachine::start(MyContext { });
}
Same as for the state argument, the context can be taken through the RentToOwn
type!
However, be aware that once you take the context, the state machine will always return
Async::NotReady
without invoking the poll_
methods anymore. The one exception to
this is when the state machine is in a ready or error state, where it will resolve normally
when polled if the context has been taken.
That's it!
Here is an example of a simple turn-based game played by two players over HTTP.
#[macro_use]
extern crate state_machine_future;
#[macro_use]
extern crate futures;
use futures::{Async, Future, Poll};
use state_machine_future::RentToOwn;
/// The result of a game.
pub struct GameResult {
winner: Player,
loser: Player,
}
/// Some kind of simple turn based game.
///
/// ```text
/// Invite
/// |
/// |
/// | accept invitation
/// |
/// |
/// V
/// WaitingForTurn --------+
/// | ^ |
/// | | | receive turn
/// | | |
/// | +-------------+
/// game concludes |
/// |
/// |
/// |
/// V
/// Finished
/// ```
#[derive(StateMachineFuture)]
enum Game {
/// The game begins with an invitation to play from one player to another.
///
/// Once the invited player accepts the invitation over HTTP, then we will
/// switch states into playing the game, waiting to recieve each turn.
#[state_machine_future(start, transitions(WaitingForTurn))]
Invite {
invitation: HttpInvitationFuture,
from: Player,
to: Player,
},
// We are waiting on a turn.
//
// Upon receiving it, if the game is now complete, then we go to the
// `Finished` state. Otherwise, we give the other player a turn.
#[state_machine_future(transitions(WaitingForTurn, Finished))]
WaitingForTurn {
turn: HttpTurnFuture,
active: Player,
idle: Player,
},
// The game is finished with a `GameResult`.
//
// The `GameResult` becomes the `Future::Item`.
#[state_machine_future(ready)]
Finished(GameResult),
// Any state transition can implicitly go to this error state if we get an
// `HttpError` while waiting on a turn or invitation acceptance.
//
// This `HttpError` is used as the `Future::Error`.
#[state_machine_future(error)]
Error(HttpError),
}
// Now, we implement the generated state transition polling trait for our state
// machine description type.
impl PollGame for Game {
fn poll_invite<'a>(
invite: &'a mut RentToOwn<'a, Invite>
) -> Poll<AfterInvite, HttpError> {
// See if the invitation has been accepted. If not, this will early
// return with `Ok(Async::NotReady)` or propagate any HTTP errors.
try_ready!(invite.invitation.poll());
// We're ready to transition into the `WaitingForTurn` state, so take
// ownership of the `Invite` and then construct and return the new
// state.
let invite = invite.take();
let waiting = WaitingForTurn {
turn: invite.from.request_turn(),
active: invite.from,
idle: invite.to,
};
transition!(waiting)
}
fn poll_waiting_for_turn<'a>(
waiting: &'a mut RentToOwn<'a, WaitingForTurn>
) -> Poll<AfterWaitingForTurn, HttpError> {
// See if the next turn has arrived over HTTP. Again, this will early
// return `Ok(Async::NotReady)` if the turn hasn't arrived yet, and
// propagate any HTTP errors that we might encounter.
let turn = try_ready!(waiting.turn.poll());
// Ok, we have a new turn. Take ownership of the `WaitingForTurn` state,
// process the turn and if the game is over, then transition to the
// `Finished` state, otherwise swap which player we need a new turn from
// and request the turn over HTTP.
let waiting = waiting.take();
if let Some(game_result) = process_turn(turn) {
transition!(Finished(game_result))
} else {
let next_waiting = WaitingForTurn {
turn: waiting.idle.request_turn(),
active: waiting.idle,
idle: waiting.active,
};
Ok(Async::Ready(next_waiting.into()))
}
}
}
// To spawn a new `Game` as a `Future` on whatever executor we're using (for
// example `tokio`), we use `Game::start` to construct the `Future` in its start
// state and then pass it to the executor.
fn spawn_game(handle: TokioHandle) {
let from = get_some_player();
let to = get_another_player();
let invitation = invite(&from, &to);
let future = Game::start(invitation, from, to);
handle.spawn(future)
}
This is a list of all of the attributes used by state_machine_future
:
-
#[derive(StateMachineFuture)]
: Placed on anenum
that describes a state machine. -
#[state_machine_future(derive(Clone, Debug, ...))]
: Placed on theenum
that describes the state machine. This attribute describes which#[derive(...)]
s to place on the generatedFuture
type. -
#[state_machine_future(start)]
: Used on a variant of the state machine descriptionenum
. There must be exactly one variant with this attribute. This describes the initial starting state. The generatedstart
method has a parameter for each field in this variant. -
#[state_machine_future(ready)]
: Used on a variant of the state machine descriptionenum
. There must be exactly one variant with this attribute. It must be a tuple-style variant with one field, for exampleReady(MyItemType)
. The generatedFuture
implementation uses the field's type asFuture::Item
. -
#[state_machine_future(error)]
: Used on a variant of the state machine descriptionenum
. There must be exactly one variant with this attribute. It must be a tuple-style variant with one field, for exampleError(MyError)
. The generatedFuture
implementation uses the field's type asFuture::Error
. -
#[state_machine_future(transitions(OtherState, AnotherState, ...))]
: Used on a variant of the state machine descriptionenum
. Describes the states that this one can transition to.
An auxiliary macro is provided that helps reducing boilerplate code for state transitions. So, the following code:
Ok(Ready(NextState(1).into()))
Can be reduced to:
transition!(NextState(1))
Here are the cargo
features that you can enable:
debug_code_generation
: Prints the code generated by#[derive(StateMachineFuture)]
tostdout
for debugging purposes.
Licensed under either of
at your option.
See CONTRIBUTING.md for hacking.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.