Add patterns section.
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103
doc/src/patterns/config.md
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103
doc/src/patterns/config.md
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Loadable Configuration
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======================
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{{#include ../links.md}}
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Usage Scenario
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--------------
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* A system where settings and configurations are complex and logic-driven.
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* Where it is not possible to configure said system via standard configuration file formats such as `TOML` or `YAML`.
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* The system configuration is complex enough that it requires a full programming language. Essentially _configuration by code_.
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* Yet the configurations must be flexible, late-bound and dynamically loadable, just like a configuration file.
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Key Concepts
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------------
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* Leverage the loadable [modules] of Rhai. The [`no_module`] feature must not be on.
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* Expose the configuration API. Use separate scripts to configure that API. Dynamically load scripts via the `import` statement.
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* Since Rhai is _sand-boxed_, it cannot mutate the environment. To modify the external configuration object via an API, it must be wrapped in a `RefCell` (or `RwLock`/`Mutex` for [`sync`]) and shared to the [`Engine`].
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Implementation
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--------------
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### Configuration Type
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```rust
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#[derive(Debug, Clone, Default)]
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struct Config {
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pub id: String;
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pub some_field: i64;
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pub some_list: Vec<String>;
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pub some_map: HashMap<String, bool>;
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}
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```
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### Make Shared Object
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```rust
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let config: Rc<RefCell<Config>> = Rc::new(RefCell::(Default::default()));
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```
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### Register Config API
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```rust
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// Notice 'move' is used to move the shared configuration object into the closure.
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let cfg = config.clone();
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engine.register_fn("config_set_id", move |id: String| *cfg.borrow_mut().id = id);
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let cfg = config.clone();
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engine.register_fn("config_get_id", move || cfg.borrow().id.clone());
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let cfg = config.clone();
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engine.register_fn("config_set", move |value: i64| *cfg.borrow_mut().some_field = value);
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// Remember Rhai functions can be overloaded when designing the API.
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let cfg = config.clone();
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engine.register_fn("config_add", move |value: String|
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cfg.borrow_mut().some_list.push(value)
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);
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let cfg = config.clone();
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engine.register_fn("config_add", move |values: &mut Array|
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cfg.borrow_mut().some_list.extend(values.into_iter().map(|v| v.to_string()))
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);
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let cfg = config.clone();
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engine.register_fn("config_add", move |key: String, value: bool|
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cfg.borrow_mut().som_map.insert(key, value)
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);
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```
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### Configuration Script
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```rust
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------------------
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| my_config.rhai |
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------------------
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config_set_id("hello");
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config_add("foo"); // add to list
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config_add("bar", true); // add to map
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config_add("baz", false); // add to map
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```
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### Load the Configuration
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```rust
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import "my_config"; // run configuration script without creating a module
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let id = config_get_id();
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id == "hello";
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```
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117
doc/src/patterns/control.md
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117
doc/src/patterns/control.md
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Scriptable Control Layer
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========================
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{{#include ../links.md}}
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Usage Scenario
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--------------
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* A system provides core functionalities, but no driving logic.
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* The driving logic must be dynamic and hot-loadable.
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* A script is used to drive the system and provide control intelligence.
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Key Concepts
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------------
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* Expose a Control API.
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* Since Rhai is _sand-boxed_, it cannot mutate the environment. To perform external actions via an API, the actual system must be wrapped in a `RefCell` (or `RwLock`/`Mutex` for [`sync`]) and shared to the [`Engine`].
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Implementation
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--------------
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### Functional API
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Assume that a system provides the following functional API:
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```rust
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struct EnergizerBunny;
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impl EnergizerBunny {
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pub fn new () -> Self { ... }
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pub fn go (&mut self) { ... }
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pub fn stop (&mut self) { ... }
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pub fn is_going (&self) { ... }
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pub fn get_speed (&self) -> i64 { ... }
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pub fn set_speed (&mut self, speed: i64) { ... }
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}
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```
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### Wrap API in Shared Object
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```rust
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let bunny: Rc<RefCell<EnergizerBunny>> = Rc::new(RefCell::(EnergizerBunny::new()));
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```
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### Register Control API
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```rust
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// Notice 'move' is used to move the shared API object into the closure.
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let b = bunny.clone();
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engine.register_fn("bunny_power", move |on: bool| {
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if on {
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if b.borrow().is_going() {
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println!("Still going...");
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} else {
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b.borrow_mut().go();
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}
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} else {
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if b.borrow().is_going() {
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b.borrow_mut().stop();
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} else {
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println!("Already out of battery!");
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}
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}
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});
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let b = bunny.clone();
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engine.register_fn("bunny_is_going", move || b.borrow().is_going());
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let b = bunny.clone();
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engine.register_fn("bunny_get_speed", move ||
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if b.borrow().is_going() { b.borrow().get_speed() } else { 0 }
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);
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let b = bunny.clone();
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engine.register_result_fn("bunny_set_speed", move |speed: i64|
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if speed <= 0 {
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return Err("Speed must be positive!".into());
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} else if speed > 100 {
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return Err("Bunny will be going too fast!".into());
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}
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if b.borrow().is_going() {
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b.borrow_mut().set_speed(speed)
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} else {
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return Err("Bunny is not yet going!".into());
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}
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Ok(().into())
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);
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```
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### Use the API
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```rust
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if !bunny_is_going() { bunny_power(true); }
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if bunny_get_speed() > 50 { bunny_set_speed(50); }
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```
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Caveat
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------
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Although this usage pattern appears a perfect fit for _game_ logic, avoid writing the
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_entire game_ in Rhai. Performance will not be acceptable.
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Implement as much functionalities of the game engine in Rust as possible.
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Rhai integrates well with Rust so this is usually not a hinderance.
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Lift as much out of Rhai as possible.
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Use Rhai only for the logic that _must_ be dynamic or hot-loadable.
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9
doc/src/patterns/index.md
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9
doc/src/patterns/index.md
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Advanced Patterns
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=================
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{{#include ../links.md}}
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Use Rhai in different scenarios other than simply evaluating a user script.
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These patterns are useful when Rhai needs to affect/control the external environment.
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62
doc/src/patterns/oop.md
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62
doc/src/patterns/oop.md
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Object-Oriented Programming (OOP)
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================================
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{{#include ../links.md}}
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Rhai does not have _objects_ per se, but it is possible to _simulate_ object-oriented programming.
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Use [Object Maps] to Simulate OOP
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--------------------------------
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Rhai's [object maps] has [special support for OOP]({{rootUrl}}/language/object-maps-oop.md).
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| Rhai concept | Maps to OOP |
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| ----------------------------------------------------- | :---------: |
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| [Object maps] | objects |
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| [Object map] properties holding values | properties |
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| [Object map] properties that hold [function pointers] | methods |
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When a property of an [object map] is called like a method function, and if it happens to hold
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a valid [function pointer] (perhaps defined via an [anonymous function]), then the call will be
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dispatched to the actual function with `this` binding to the [object map] itself.
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Use Anonymous Functions to Define Methods
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----------------------------------------
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[Anonymous functions] defined as values for [object map] properties take on a syntactic shape
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that resembles very closely that of class methods in an OOP language.
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Anonymous functions can also _capture_ variables from the defining environment, which is a very
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common OOP pattern. Capturing is accomplished via a feature called _[automatic currying]_ and
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can be turned off via the [`no_closure`] feature.
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Examples
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--------
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```rust
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let factor = 1;
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// Define the object
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let obj =
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#{
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data: 0,
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increment: |x| this.data += x, // 'this' binds to 'obj'
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update: |x| this.data = x * factor, // 'this' binds to 'obj', 'factor' is captured
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action: || print(this.data) // 'this' binds to 'obj'
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};
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// Use the object
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obj.increment(1);
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obj.action(); // prints 1
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obj.update(42);
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obj.action(); // prints 42
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factor = 2;
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obj.update(42);
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obj.action(); // prints 84
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```
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136
doc/src/patterns/singleton.md
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136
doc/src/patterns/singleton.md
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Singleton Command Objects
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========================
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{{#include ../links.md}}
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Usage Scenario
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--------------
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* A system provides core functionalities, but no driving logic.
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* The driving logic must be dynamic and hot-loadable.
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* A script is used to drive the system and provide control intelligence.
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* The API is multiplexed, meaning that it can act on multiple system-provided entities, or
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* The API lends itself readily to an object-oriented (OO) representation.
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Key Concepts
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------------
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* Expose a Command type with an API.
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* Since Rhai is _sand-boxed_, it cannot mutate the 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`].
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* Load each command object into a custom [`Scope`] as constant variables.
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* Control each command object in script via the constants.
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Implementation
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--------------
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### Functional API
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Assume the following command object type:
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```rust
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struct EnergizerBunny { ... }
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impl EnergizerBunny {
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pub fn new () -> Self { ... }
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pub fn go (&mut self) { ... }
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pub fn stop (&mut self) { ... }
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pub fn is_going (&self) { ... }
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pub fn get_speed (&self) -> i64 { ... }
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pub fn set_speed (&mut self, speed: i64) { ... }
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pub fn turn (&mut self, left_turn: bool) { ... }
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}
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```
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### Wrap Command Object Type as Shared
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```rust
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let SharedBunnyType = Rc<RefCell<EnergizerBunny>>;
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```
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### Register the Custom Type
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```rust
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engine.register_type_with_name::<SharedBunnyType>("EnergizerBunny");
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```
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### Register Methods and Getters/Setters
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```rust
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engine
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.register_get_set("power",
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|bunny: &mut SharedBunnyType| bunny.borrow().is_going(),
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|bunny: &mut SharedBunnyType, on: bool| {
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if on {
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if bunny.borrow().is_going() {
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println!("Still going...");
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} else {
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bunny.borrow_mut().go();
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}
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} else {
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if bunny.borrow().is_going() {
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bunny.borrow_mut().stop();
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} else {
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println!("Already out of battery!");
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}
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}
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}
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).register_get("speed", |bunny: &mut SharedBunnyType| {
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if bunny.borrow().is_going() {
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bunny.borrow().get_speed()
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} else {
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0
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}
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}).register_set_result("speed", |bunny: &mut SharedBunnyType, speed: i64| {
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if speed <= 0 {
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Err("Speed must be positive!".into())
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} else if speed > 100 {
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Err("Bunny will be going too fast!".into())
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} else if !bunny.borrow().is_going() {
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Err("Bunny is not yet going!".into())
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} else {
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b.borrow_mut().set_speed(speed);
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Ok(().into())
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}
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}).register_fn("turn_left", |bunny: &mut SharedBunnyType| {
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if bunny.borrow().is_going() {
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bunny.borrow_mut().turn(true);
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}
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}).register_fn("turn_right", |bunny: &mut SharedBunnyType| {
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if bunny.borrow().is_going() {
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bunny.borrow_mut().turn(false);
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}
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});
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```
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### Push Constant Command Object into Custom Scope
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```rust
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let bunny: SharedBunnyType = Rc::new(RefCell::(EnergizerBunny::new()));
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let mut scope = Scope::new();
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scope.push_constant("BUNNY", bunny.clone());
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engine.consume_with_scope(&mut scope, script)?;
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```
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### Use the Command API in Script
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```rust
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// Access the command object via constant variable 'BUNNY'.
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if !BUNNY.power { BUNNY.power = true; }
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if BUNNY.speed > 50 { BUNNY.speed = 50; }
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BUNNY.turn_left();
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```
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