6.1 KiB
Scriptable Event Handler with State
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Usage Scenario
-
A system sends events that must be handled.
-
Flexibility in event handling must be provided, through user-side scripting.
-
State must be kept between invocations of event handlers.
-
Default implementations of event handlers can be provided.
Key Concepts
-
An event handler object is declared that holds the following items:
- [
Engine
] with registered functions serving as an API, - [
AST
] of the user script, - a [
Scope
] containing state.
- [
-
Upon an event, the appropriate event handler function in the script is called via [
Engine::call_fn
][call_fn
]. -
Optionally, trap the
EvalAltResult::ErrorFunctionNotFound
error to provide a default implementation.
Implementation
Declare Handler Object
In most cases, it would be simpler to store an [Engine
] instance together with the handler object
because it only requires registering all API functions only once.
In rare cases where handlers are created and destroyed in a tight loop, a new [Engine
] instance
can be created for each event. See One Engine Instance Per Call for more details.
use rhai::{Engine, Scope, AST, EvalAltResult};
// Event handler
struct Handler {
// Scripting engine
pub engine: Engine,
// Use a custom 'Scope' to keep stored state
pub scope: Scope<'static>,
// Program script
pub ast: AST
}
Register API for Any Custom Type
[Custom types] are often used to hold state. The easiest way to register an entire API is via a [plugin module].
use rhai::plugin::*;
// A custom type to a hold state value.
#[derive(Debug, Clone, Eq, PartialEq, Hash, Default)]
pub struct SomeType {
data: i64;
}
#[export_module]
mod SomeTypeAPI {
#[rhai_fn(global)]
pub func1(obj: &mut SomeType) -> bool { ... }
#[rhai_fn(global)]
pub func2(obj: &mut SomeType) -> bool { ... }
pub process(data: i64) -> i64 { ... }
#[rhai_fn(get = "value")]
pub get_value(obj: &mut SomeType) -> i64 { obj.data }
#[rhai_fn(set = "value")]
pub set_value(obj: &mut SomeType, value: i64) { obj.data = value; }
}
Initialize Handler Object
Steps to initialize the event handler:
- Register an API with the [
Engine
], - Create a custom [
Scope
] to serve as the stored state, - Add default state variables into the custom [
Scope
], - Get the handler script and [compile][
AST
] it, - Store the compiled [
AST
] for future evaluations, - Run the [
AST
] to initialize event handler state variables.
impl Handler {
pub new(path: impl Into<PathBuf>) -> Self {
let mut engine = Engine::new();
// Register custom types and API's
engine
.register_type_with_name::<SomeType>("SomeType")
.load_package(exported_module!(SomeTypeAPI));
// Create a custom 'Scope' to hold state
let mut scope = Scope::new();
// Add initialized state into the custom 'Scope'
scope.push("state1", false);
scope.push("state2", SomeType::new(42));
// Compile the handler script.
// In a real application you'd be handling errors...
let ast = engine.compile_file(path).unwrap();
// Evaluate the script to initialize it and other state variables.
// In a real application you'd again be handling errors...
engine.consume_ast_with_scope(&mut scope, &ast).unwrap();
// The event handler is essentially these three items:
Handler { engine, scope, ast }
}
}
Hook up events
There is usually an interface or trait that gets called when an event comes from the system.
Mapping an event from the system into a scripted handler is straight-forward:
impl Handler {
// Say there are three events: 'start', 'end', 'update'.
// In a real application you'd be handling errors...
pub fn on_event(&mut self, event_name: &str, event_data: i64) -> Result<(), Error> {
match event_name {
// The 'start' event maps to function 'start'.
// In a real application you'd be handling errors...
"start" => self.engine.call_fn(&mut self.scope, &self.ast, "start", (event_data,))?,
// The 'end' event maps to function 'end'.
// In a real application you'd be handling errors...
"end" => self.engine.call_fn(&mut self.scope, &self.ast, "end", (event_data,))?,
// The 'update' event maps to function 'update'.
// This event provides a default implementation when the scripted function
// is not found.
"update" => self.engine
.call_fn(&mut self.scope, &self.ast, "update", (event_data,))
.or_else(|err| match *err {
EvalAltResult::ErrorFunctionNotFound(fn_name, _) if fn_name == "update" => {
// Default implementation of 'update' event handler
self.scope.set_value("state2", SomeType::new(42));
// Turn function-not-found into a success
Ok(Dynamic::UNIT)
}
_ => Err(err.into())
})?
}
}
}
Sample Handler Script
Because the stored state is kept in a custom [Scope
], it is possible for all functions defined
in the handler script to access and modify these state variables.
The API registered with the [Engine
] can be also used throughout the script.
fn start(data) {
if state1 {
throw "Already started!";
}
if state2.func1() || state2.func2() {
throw "Conditions not yet ready to start!";
}
state1 = true;
state2.value = data;
}
fn end(data) {
if !state1 {
throw "Not yet started!";
}
if state2.func1() || state2.func2() {
throw "Conditions not yet ready to start!";
}
state1 = false;
state2.value = data;
}
fn update(data) {
state2.value += process(data);
}