Singleton Command Object

Usage scenario

  • A system provides core functionalities, but no driving logic.

  • The driving logic must be dynamic and hot-loadable.

  • A script is used to drive the system and provide control intelligence.

  • The API is multiplexed, meaning that it can act on multiple system-provided entities, or

  • The API lends itself readily to an object-oriented (OO) representation.

Key concepts

  • Expose a Command type with an API. The no_object feature must not be on.

  • Leverage function overloading to simplify the API design.

  • Since Rhai is sand-boxed, it cannot mutate anything outside of its internal environment. To perform external actions via an API, the command object type must be wrapped in a RefCell (or RwLock/Mutex for sync) and shared to the Engine.

  • Load each command object into a custom Scope as constant variables.

  • Control each command object in script via the constants.

Implementation

There are two broad ways for Rhai to control an external system, both of which involve wrapping the system in a shared, interior-mutated object.

This is the other way which involves directly exposing the data structures of the external system as a name singleton object in the scripting space.

Use this when the API is complex but has a clear object structure.

For a relatively simple API that is action-based and not object-based, use the Control Layer pattern instead.

Functional API

Assume the following command object type:

struct EnergizerBunny { ... } impl EnergizerBunny { pub fn new () -> Self { ... } pub fn go (&mut self) { ... } pub fn stop (&mut self) { ... } pub fn is_going (&self) -> bool { ... } pub fn get_speed (&self) -> i64 { ... } pub fn set_speed (&mut self, speed: i64) { ... } pub fn turn (&mut self, left_turn: bool) { ... } }

Wrap command object type as shared

pub type SharedBunny = Rc<RefCell<EnergizerBunny>>;

or in multi-threaded environments with the sync feature, use one of the following:

pub type SharedBunny = Arc<RwLock<EnergizerBunny>>; pub type SharedBunny = Arc<Mutex<EnergizerBunny>>;

Develop a plugin with methods and getters/setters

The easiest way to develop a complete set of API for a custom type is via a plugin module.

Notice that putting pure in #[rhai_fn(...)] allows a getter/setter to operate on a constant without raising an error. Therefore, it is needed on all functions.

use rhai::plugin::*; // Remember to put 'pure' on all functions, or they'll choke on constants! #[export_module] pub mod bunny_api { // Custom type 'SharedBunny' will be called 'EnergizerBunny' in scripts pub type EnergizerBunny = SharedBunny; // This constant is also available to scripts pub const MAX_SPEED: i64 = 100; #[rhai_fn(get = "power", pure)] pub fn get_power(bunny: &mut EnergizerBunny) -> bool { bunny.borrow().is_going() } #[rhai_fn(set = "power", pure)] pub fn set_power(bunny: &mut EnergizerBunny, on: bool) { if on { if bunny.borrow().is_going() { println!("Still going..."); } else { bunny.borrow_mut().go(); } } else { if bunny.borrow().is_going() { bunny.borrow_mut().stop(); } else { println!("Already out of battery!"); } } } #[rhai_fn(get = "speed", pure)] pub fn get_speed(bunny: &mut EnergizerBunny) -> i64 { if bunny.borrow().is_going() { bunny.borrow().get_speed() } else { 0 } } #[rhai_fn(set = "speed", pure, return_raw)] pub fn set_speed(bunny: &mut EnergizerBunny, speed: i64) -> Result<(), Box<EvalAltResult>> { if speed <= 0 { Err("Speed must be positive!".into()) } else if speed > MAX_SPEED { Err("Bunny will be going too fast!".into()) } else if !bunny.borrow().is_going() { Err("Bunny is not yet going!".into()) } else { b.borrow_mut().set_speed(speed); Ok(()) } } #[rhai_fn(pure)] pub fn turn_left(bunny: &mut EnergizerBunny) { if bunny.borrow().is_going() { bunny.borrow_mut().turn(true); } } #[rhai_fn(pure)] pub fn turn_right(bunny: &mut EnergizerBunny) { if bunny.borrow().is_going() { bunny.borrow_mut().turn(false); } } } engine.register_global_module(exported_module!(bunny_api).into());

Tip: Friendly name for custom type

It is customary to register a friendly display name for any custom type involved in the plugin.

This can easily be done via a type alias in the plugin module.

Compile script into AST

let ast = engine.compile(script)?;

Push constant command object into custom scope and run AST

let bunny: SharedBunny = Rc::new(RefCell::new(EnergizerBunny::new())); let mut scope = Scope::new(); // Add the singleton command object into a custom Scope. // Constants, as a convention, are named with all-capital letters. scope.push_constant("BUNNY", bunny.clone()); // Run the compiled AST engine.run_ast_with_scope(&mut scope, &ast)?; // Running the script directly, as below, is less desirable because // the constant 'BUNNY' will be propagated and copied into each usage // during the script optimization step engine.run_with_scope(&mut scope, script)?;

Tip: Prevent shadowing

It is usually desirable to prevent shadowing of the singleton command object.

This can be easily achieved via a variable definition filter.

// Now the script can no longer define a variable named 'BUNNY' engine.on_def_var(|_, info, _| Ok(info.name != "BUNNY"));

Use the command API in script

// Access the command object via constant variable 'BUNNY'. if !BUNNY.power { BUNNY.power = true; } if BUNNY.speed > 50 { BUNNY.speed = 50; } BUNNY.turn_left(); let BUNNY = 42; // <- syntax error if variable definition filter is set