Basic framework for a multithreaded runtime has been put in place. Needs plenty of fixes to keep the logic straightforward and performant.
59 lines
1.3 KiB
Rust
59 lines
1.3 KiB
Rust
use swactor::{
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actor::{ActorAddress, ActorInterface},
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runtime::{Context, Runtime, RuntimeFlavor},
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};
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#[derive(Debug, Default)]
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struct Greeter {
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pub num_greeted: usize,
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}
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#[derive(Debug, Default, Clone)]
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struct GreetMessage {
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/// who do we greet?
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who: String,
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/// who do we send out greeting back to?
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return_addr: ActorAddress,
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}
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#[derive(Debug, Default, Clone)]
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struct GreetResponse(String);
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impl ActorInterface for Greeter {
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type Incoming = GreetMessage;
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type Response = GreetResponse;
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fn handle(&mut self, ctx: &Context, msg: GreetMessage) {
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let res = GreetResponse(format!("Hello, {}!", msg.who));
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self.num_greeted += 1;
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if let Err(_) = ctx.send_to(msg.return_addr, res) {
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// no error handling
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self.num_greeted -= 1;
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}
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}
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}
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fn main() {
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let rt = Runtime::new(100, RuntimeFlavor::SingleThreaded);
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let addr = rt
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.spawn(Greeter::default())
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.expect("failed to spawn greeter");
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let inbox = rt.new_inbox::<GreetResponse>();
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rt.send_to(
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addr,
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GreetMessage {
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who: "world".into(),
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return_addr: *inbox.addr(),
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},
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)
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.unwrap();
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for _ in 0..3 {
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rt.tick();
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}
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let resp = inbox.try_recv().expect("greeter should have said hello");
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println!("{}", resp.0);
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}
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