swactor/examples/ping-pong/src/lib.rs

232 lines
7.1 KiB
Rust

//! swactor · ping-pong -- a minimal WebAssembly actor demo.
//!
//! Two actors, `Ping` and `Pong`, volley a ball back and forth on a
//! single-threaded actor runtime compiled to wasm. The host (Node.js) advances
//! the runtime one step at a time with `tick()` and drains a shared log inbox
//! to print each volley.
//!
//! When the volley cap is reached the hitter stops; the other actor, which is
//! *watching* it, observes the death, posts a final summary, and stops too.
//! This shows the three load-bearing swactor ideas in one place: spawning
//! actors, message passing, and death monitoring.
//!
//! Build & run from this directory: `./run.sh`
use std::sync::Arc;
use wasm_bindgen::prelude::*;
use swactor::actor::{ActorAddress, ActorExited, ActorInterface};
use swactor::runtime::{Ctx, Inbox, Runtime as SwactorRuntime, RuntimeConfig};
use swactor::std::{CtxWatching, StdExtension};
// ─── Host-facing bindings ───────────────────────────────────────────────────
/// Opaque actor-address handle, passed between spawn calls and the host.
#[wasm_bindgen]
#[derive(Clone)]
pub struct Addr(ActorAddress);
/// Inbox the host polls each tick for log lines and the final summary.
#[wasm_bindgen]
pub struct LogInbox {
inner: Inbox<String>,
}
#[wasm_bindgen]
impl LogInbox {
/// The address actors send their log lines to.
pub fn addr(&self) -> Addr {
Addr(*self.inner.addr())
}
/// Pop the next log line, or `undefined` when empty.
pub fn try_recv(&self) -> Option<String> {
self.inner.try_recv()
}
}
/// The ping-pong app: a single-threaded swactor runtime with the std extension
/// (watching) installed. The host drives it by calling [`App::tick`].
#[wasm_bindgen]
pub struct App {
rt: SwactorRuntime,
}
#[wasm_bindgen]
impl App {
#[wasm_bindgen(constructor)]
pub fn new() -> App {
let rt = SwactorRuntime::new(RuntimeConfig {
num_threads: 1,
..RuntimeConfig::default()
})
.with_extension(Arc::new(StdExtension::new()));
App { rt }
}
/// Advance the runtime one tick.
pub fn tick(&self) {
self.rt.tick();
}
/// Actors currently alive.
pub fn actor_count(&self) -> usize {
self.rt.stats().actors.len()
}
/// Total messages processed across all workers.
pub fn total_messages(&self) -> f64 {
self.rt
.stats()
.workers
.iter()
.map(|w| w.messages_processed)
.sum::<u64>() as f64
}
/// Create a log inbox the host drains each tick.
pub fn new_log(&self) -> LogInbox {
LogInbox {
inner: self.rt.new_inbox().expect("new_log"),
}
}
/// Spawn the `Pong` actor. Returns its address.
pub fn spawn_pong(&self, log: &Addr, max_volleys: u32) -> Addr {
let addr = self
.rt
.spawn(Pong {
log: log.0,
max: max_volleys,
})
.expect("spawn pong");
Addr(addr)
}
/// Spawn the `Ping` actor, pointed at an existing `Pong`. Returns its address.
pub fn spawn_ping(&self, pong: &Addr, log: &Addr, max_volleys: u32) -> Addr {
let addr = self
.rt
.spawn(Ping {
pong: pong.0,
log: log.0,
max: max_volleys,
})
.expect("spawn ping");
Addr(addr)
}
}
// ─── The ball ───────────────────────────────────────────────────────────────
/// A ball in flight between the two actors.
///
/// `volleys` is the running hit count -- each hitter increments it. `from` is
/// the address the ball came from (and should be returned to). `Ping` knows
/// `Pong` from spawn time so only `Pong` reads `from`, but both set it so the
/// protocol reads symmetrically.
#[derive(Clone)]
struct Ball {
volleys: u32,
from: ActorAddress,
}
// ─── Ping ───────────────────────────────────────────────────────────────────
struct Ping {
pong: ActorAddress,
log: ActorAddress,
max: u32,
}
impl Ping {
/// Hit the ball as volley number `v`: log it, then either return it to Pong
/// or, if the cap is reached, stop.
fn volley(&self, ctx: &Ctx, v: u32) {
let _ = ctx.send(self.log, format!("ping | volley {:>2}/{}", v, self.max));
if v < self.max {
let _ = ctx.send(
self.pong,
Ball {
volleys: v,
from: ctx.self_addr(),
},
);
} else {
let _ = ctx.send(self.log, "ping | cap reached, stopping".to_string());
ctx.stop_self();
}
}
}
impl ActorInterface for Ping {
type Incoming = Ball;
type Response = ();
fn on_start(&mut self, ctx: &Ctx) {
// Ping knows Pong from spawn time, so it can watch it immediately.
ctx.watch(self.pong);
self.volley(ctx, 1); // serve
}
fn handle(&mut self, ctx: &Ctx, ball: Ball) {
// Pong returned the ball; this is our next hit.
self.volley(ctx, ball.volleys + 1);
}
fn on_actor_exit(&mut self, ctx: &Ctx, exited: ActorExited) {
let _ = ctx.send(
self.log,
format!(
"done | rally complete -- {} volleys played (pong exited: {:?})",
self.max, exited.reason
),
);
ctx.stop_self();
}
}
// ─── Pong ───────────────────────────────────────────────────────────────────
struct Pong {
log: ActorAddress,
max: u32,
}
impl ActorInterface for Pong {
type Incoming = Ball;
type Response = ();
fn handle(&mut self, ctx: &Ctx, ball: Ball) {
// Watch whoever served this ball. Idempotent across volleys, so this is
// also how Pong (spawned before Ping) first learns Ping's address.
ctx.watch(ball.from);
let v = ball.volleys + 1;
let _ = ctx.send(self.log, format!("pong | volley {:>2}/{}", v, self.max));
if v < self.max {
let _ = ctx.send(
ball.from,
Ball {
volleys: v,
from: ctx.self_addr(),
},
);
} else {
let _ = ctx.send(self.log, "pong | cap reached, stopping".to_string());
ctx.stop_self();
}
}
fn on_actor_exit(&mut self, ctx: &Ctx, exited: ActorExited) {
let _ = ctx.send(
self.log,
format!(
"done | rally complete -- {} volleys played (ping exited: {:?})",
self.max, exited.reason
),
);
ctx.stop_self();
}
}