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use std::time::Duration; use futures::Stream; use address::Addr; use context::Context; use contextitems::{ActorDelayedMessageItem, ActorMessageItem, ActorMessageStreamItem}; use fut::{ActorFuture, ActorStream}; use handler::{Handler, Message}; use stream::StreamHandler; use utils::{IntervalFunc, TimerFunc}; #[allow(unused_variables)] /// Actors are objects which encapsulate state and behavior. /// /// Actors run within specific execution context /// [Context<A>](struct.Context.html). /// Context object is available only during execution. Each actor has separate /// execution context. Also execution context controls lifecycle of an actor. /// /// Actors communicate exclusively by exchanging messages. Sender actor can /// wait for response. Actors are not referenced directly, but by /// address [`Addr`](struct.Addr.html) /// To be able to handle specific message actor has to provide /// [`Handler<M>`](trait.Handler.html) /// implementation for this message. All messages are statically typed. Message /// could be handled in asynchronous fashion. Actor can spawn other actors or /// add futures or streams to execution context. Actor trait provides several /// methods that allow to control actor lifecycle. /// /// # Actor lifecycle /// /// ## Started /// /// Actor starts in `Started` state, during this state `started` method get /// called. /// /// ## Running /// /// After Actor's method `started` get called, actor transitions to `Running` /// state. Actor can stay in `running` state indefinitely long. /// /// ## Stopping /// /// Actor execution state changes to `stopping` state in following situations, /// /// * `Context::stop` get called by actor itself /// * all addresses to the actor get dropped /// * no evented objects are registered in context. /// /// Actor could restore from `stopping` state to `running` state by creating new /// address or adding evented object, like future or stream, in /// `Actor::stopping` method. /// /// If actor changed state to a `stopping` state because of `Context::stop()` /// get called then context immediately stops processing incoming messages and /// calls `Actor::stopping()` method. If actor does not restore back to a /// `running` state, all unprocessed messages get dropped. /// /// ## Stopped /// /// If actor does not modify execution context during stopping state actor /// state changes to `Stopped`. This state is considered final and at this /// point actor get dropped. /// pub trait Actor: Sized + 'static { /// Actor execution context type type Context: ActorContext; /// Method is called when actor get polled first time. fn started(&mut self, ctx: &mut Self::Context) {} /// Method is called after an actor is in `Actor::Stopping` state. There /// could be several reasons for stopping. `Context::stop` get called /// by the actor itself. All addresses to current actor get dropped and /// no more evented objects left in the context. /// /// Actor could restore from stopping state by returning /// `Running::Continue` value. fn stopping(&mut self, ctx: &mut Self::Context) -> Running { Running::Stop } /// Method is called after an actor is stopped, it can be used to perform /// any needed cleanup work or spawning more actors. This is final state, /// after this call actor get dropped. fn stopped(&mut self, ctx: &mut Self::Context) {} /// Start new asynchronous actor, returns address of newly created actor. /// /// # Examples /// /// ```rust /// use actix::*; /// /// struct MyActor; /// impl Actor for MyActor { /// type Context = Context<Self>; /// } /// /// fn main() { /// // initialize system /// System::run(|| { /// let addr = MyActor.start(); // <- start actor and get it's address /// # System::current().stop(); /// }); /// } /// ``` fn start(self) -> Addr<Self> where Self: Actor<Context = Context<Self>>, { Context::new().run(self) } /// Start new asynchronous actor, returns address of newly created actor. fn start_default() -> Addr<Self> where Self: Actor<Context = Context<Self>> + Default, { Self::default().start() } /// Use `create` method, if you need `Context` object during actor /// initialization. /// /// # Examples /// /// ```rust /// use actix::*; /// /// struct MyActor { /// val: usize, /// } /// impl Actor for MyActor { /// type Context = Context<Self>; /// } /// /// fn main() { /// // initialize system /// System::run(|| { /// let addr = MyActor::create(|ctx: &mut Context<MyActor>| MyActor { val: 10 }); /// # System::current().stop(); /// }); /// } /// ``` fn create<F>(f: F) -> Addr<Self> where Self: Actor<Context = Context<Self>>, F: FnOnce(&mut Context<Self>) -> Self + 'static, { let mut ctx = Context::new(); let act = f(&mut ctx); ctx.run(act) } } #[allow(unused_variables)] /// Actors with ability to restart after failure /// /// Supervised actors can be managed by [Supervisor](struct.Supervisor.html). /// Lifecycle events are extended with `restarting` method. /// If actor fails, supervisor creates new execution context and restarts actor. /// `restarting` method is called during restart. After call to this method /// Actor execute state changes to `Started` and normal lifecycle process /// starts. /// /// `restarting` method get called with newly constructed `Context` object. pub trait Supervised: Actor { /// Method called when supervisor restarting failed actor fn restarting(&mut self, ctx: &mut <Self as Actor>::Context) {} } /// Actor execution state #[derive(PartialEq, Debug, Copy, Clone)] pub enum ActorState { /// Actor is started. Started, /// Actor is running. Running, /// Actor is stopping. Stopping, /// Actor is stopped. Stopped, } #[derive(Clone, Copy, Debug, PartialEq)] pub enum Running { Stop, Continue, } impl ActorState { /// Indicates if actor is alive pub fn alive(self) -> bool { self == ActorState::Started || self == ActorState::Running } /// Indicates if actor is stopped of stopping pub fn stopping(self) -> bool { self == ActorState::Stopping || self == ActorState::Stopped } } /// Actor execution context /// /// Each actor runs within specific execution context. `Actor::Context` defines /// context. Execution context defines type of execution, actor communication /// channels (message handling). pub trait ActorContext: Sized { /// Immediately stop processing incoming messages and switch to a /// `stopping` state fn stop(&mut self); /// Terminate actor execution fn terminate(&mut self); /// Actor execution state fn state(&self) -> ActorState; } /// Asynchronous execution context pub trait AsyncContext<A>: ActorContext where A: Actor<Context = Self>, { /// Return `Address` of the context fn address(&self) -> Addr<A>; /// Spawn async future into context. Returns handle of the item, /// could be used for cancelling execution. /// /// All futures cancel during actor stopping stage. fn spawn<F>(&mut self, fut: F) -> SpawnHandle where F: ActorFuture<Item = (), Error = (), Actor = A> + 'static; /// Spawn future into the context. Stop processing any of incoming events /// until this future resolves. fn wait<F>(&mut self, fut: F) where F: ActorFuture<Item = (), Error = (), Actor = A> + 'static; /// Check if context is paused (waiting for future completion or stopping) fn waiting(&self) -> bool; /// Cancel future. handle is a value returned by `spawn` method. fn cancel_future(&mut self, handle: SpawnHandle) -> bool; /// This method register stream to an actor context and /// allows to handle `Stream` in similar way as normal actor messages. /// /// ```rust /// # #[macro_use] extern crate actix; /// # extern crate futures; /// # use std::io; /// use actix::prelude::*; /// use futures::stream::once; /// /// #[derive(Message)] /// struct Ping; /// /// struct MyActor; /// /// impl StreamHandler<Ping, io::Error> for MyActor { /// /// fn handle(&mut self, item: Ping, ctx: &mut Context<MyActor>) { /// println!("PING"); /// # System::current().stop(); /// } /// /// fn finished(&mut self, ctx: &mut Self::Context) { /// println!("finished"); /// } /// } /// /// impl Actor for MyActor { /// type Context = Context<Self>; /// /// fn started(&mut self, ctx: &mut Context<Self>) { /// // add stream /// ctx.add_stream(once::<Ping, io::Error>(Ok(Ping))); /// } /// } /// # fn main() { /// # let sys = System::new("example"); /// # let addr = MyActor.start(); /// # sys.run(); /// # } /// ``` fn add_stream<S>(&mut self, fut: S) -> SpawnHandle where S: Stream + 'static, A: StreamHandler<S::Item, S::Error>, { <A as StreamHandler<S::Item, S::Error>>::add_stream(fut, self) } /// This method is similar to `add_stream` but it skips stream errors. /// /// ```rust /// # #[macro_use] extern crate actix; /// # extern crate futures; /// use actix::prelude::*; /// use futures::stream::once; /// /// #[derive(Message)] /// struct Ping; /// /// struct MyActor; /// /// impl Handler<Ping> for MyActor { /// type Result = (); /// /// fn handle(&mut self, msg: Ping, ctx: &mut Context<MyActor>) { /// println!("PING"); /// # System::current().stop(); /// } /// } /// /// impl Actor for MyActor { /// type Context = Context<Self>; /// /// fn started(&mut self, ctx: &mut Context<Self>) { /// // add messages stream /// ctx.add_message_stream(once(Ok(Ping))); /// } /// } /// # fn main() { /// # System::run(|| { /// # let addr = MyActor.start(); /// # }); /// # } /// ``` fn add_message_stream<S>(&mut self, fut: S) where S: Stream<Error = ()> + 'static, S::Item: Message, A: Handler<S::Item>, { if self.state() == ActorState::Stopped { error!("Context::add_message_stream called for stopped actor."); } else { self.spawn(ActorMessageStreamItem::new(fut)); } } /// Send message `msg` to self. fn notify<M>(&mut self, msg: M) where A: Handler<M>, M: Message + 'static, { if self.state() == ActorState::Stopped { error!("Context::add_timeout called for stopped actor."); } else { self.spawn(ActorMessageItem::new(msg)); } } /// Send message `msg` to self after specified period of time. Returns /// spawn handle which could be used for cancellation. Notification get /// cancelled if context's stop method get called. fn notify_later<M>(&mut self, msg: M, after: Duration) -> SpawnHandle where A: Handler<M>, M: Message + 'static, { if self.state() == ActorState::Stopped { error!("Context::add_timeout called for stopped actor."); SpawnHandle::default() } else { self.spawn(ActorDelayedMessageItem::new(msg, after)) } } /// Execute closure after specified period of time within same Actor and /// Context. Execution get cancelled if context's stop method get /// called. fn run_later<F>(&mut self, dur: Duration, f: F) -> SpawnHandle where F: FnOnce(&mut A, &mut A::Context) + 'static, { self.spawn(TimerFunc::new(dur, f)) } ///Spawns job to execute closure with specified interval fn run_interval<F>(&mut self, dur: Duration, f: F) -> SpawnHandle where F: FnMut(&mut A, &mut A::Context) + 'static, { self.spawn(IntervalFunc::new(dur, f).finish()) } } /// Spawned future handle. Could be used for cancelling spawned future. #[derive(Eq, PartialEq, Debug, Copy, Clone, Hash)] pub struct SpawnHandle(usize); impl SpawnHandle { /// Get next handle pub fn next(self) -> SpawnHandle { SpawnHandle(self.0 + 1) } #[doc(hidden)] pub fn into_usize(self) -> usize { self.0 } } impl Default for SpawnHandle { fn default() -> SpawnHandle { SpawnHandle(0) } }