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# Description When implementing a `Command`, one must also import all the types present in the function signatures for `Command`. This makes it so that we often import the same set of types in each command implementation file. E.g., something like this: ```rust use nu_protocol::ast::Call; use nu_protocol::engine::{Command, EngineState, Stack}; use nu_protocol::{ record, Category, Example, IntoInterruptiblePipelineData, IntoPipelineData, PipelineData, ShellError, Signature, Span, Type, Value, }; ``` This PR adds the `nu_engine::command_prelude` module which contains the necessary and commonly used types to implement a `Command`: ```rust // command_prelude.rs pub use crate::CallExt; pub use nu_protocol::{ ast::{Call, CellPath}, engine::{Command, EngineState, Stack}, record, Category, Example, IntoInterruptiblePipelineData, IntoPipelineData, IntoSpanned, PipelineData, Record, ShellError, Signature, Span, Spanned, SyntaxShape, Type, Value, }; ``` This should reduce the boilerplate needed to implement a command and also gives us a place to track the breadth of the `Command` API. I tried to be conservative with what went into the prelude modules, since it might be hard/annoying to remove items from the prelude in the future. Let me know if something should be included or excluded.
151 lines
5.5 KiB
Rust
151 lines
5.5 KiB
Rust
//! Traits related to debugging
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//!
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//! The purpose of DebugContext is achieving static dispatch on `eval_xxx()` calls.
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//! The main Debugger trait is intended to be used as a trait object.
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//!
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//! The debugging information is stored in `EngineState` as the `debugger` field storing a `Debugger`
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//! trait object behind `Arc` and `Mutex`. To evaluate something (e.g., a block), first create a
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//! `Debugger` trait object (such as the `Profiler`). Then, add it to engine state via
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//! `engine_state.activate_debugger()`. This sets the internal state of EngineState to the debugging
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//! mode and calls `Debugger::activate()`. Now, you can call `eval_xxx::<WithDebug>()`. When you're
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//! done, call `engine_state.deactivate_debugger()` which calls `Debugger::deactivate()`, sets the
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//! EngineState into non-debugging mode, and returns the original mutated `Debugger` trait object.
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//! (`NoopDebugger` is placed in its place inside `EngineState`.) After deactivating, you can call
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//! `Debugger::report()` to get some output from the debugger, if necessary.
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use crate::{
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ast::{Block, PipelineElement},
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engine::EngineState,
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PipelineData, ShellError, Span, Value,
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};
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use std::{fmt::Debug, ops::DerefMut};
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/// Trait used for static dispatch of `eval_xxx()` evaluator calls
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///
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/// DebugContext implements the same interface as Debugger (except activate() and deactivate(). It
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/// is intended to be implemented only by two structs
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/// * WithDebug which calls down to the Debugger methods
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/// * WithoutDebug with default implementation, i.e., empty calls to be optimized away
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pub trait DebugContext: Clone + Copy + Debug {
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/// Called when the evaluator enters a block
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#[allow(unused_variables)]
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fn enter_block(engine_state: &EngineState, block: &Block) {}
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/// Called when the evaluator leaves a block
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#[allow(unused_variables)]
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fn leave_block(engine_state: &EngineState, block: &Block) {}
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/// Called when the evaluator enters a pipeline element
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#[allow(unused_variables)]
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fn enter_element(engine_state: &EngineState, element: &PipelineElement) {}
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/// Called when the evaluator leaves a pipeline element
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#[allow(unused_variables)]
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fn leave_element(
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engine_state: &EngineState,
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element: &PipelineElement,
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result: &Result<(PipelineData, bool), ShellError>,
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) {
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}
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}
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/// Marker struct signalizing that evaluation should use a Debugger
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///
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/// Trait methods call to Debugger trait object inside the supplied EngineState.
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#[derive(Clone, Copy, Debug)]
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pub struct WithDebug;
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impl DebugContext for WithDebug {
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fn enter_block(engine_state: &EngineState, block: &Block) {
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if let Ok(mut debugger) = engine_state.debugger.lock() {
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debugger.deref_mut().enter_block(engine_state, block);
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}
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}
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fn leave_block(engine_state: &EngineState, block: &Block) {
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if let Ok(mut debugger) = engine_state.debugger.lock() {
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debugger.deref_mut().leave_block(engine_state, block);
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}
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}
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fn enter_element(engine_state: &EngineState, element: &PipelineElement) {
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if let Ok(mut debugger) = engine_state.debugger.lock() {
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debugger.deref_mut().enter_element(engine_state, element);
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}
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}
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fn leave_element(
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engine_state: &EngineState,
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element: &PipelineElement,
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result: &Result<(PipelineData, bool), ShellError>,
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) {
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if let Ok(mut debugger) = engine_state.debugger.lock() {
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debugger
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.deref_mut()
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.leave_element(engine_state, element, result);
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}
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}
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}
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/// Marker struct signalizing that evaluation should NOT use a Debugger
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///
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/// Trait methods are empty calls to be optimized away.
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#[derive(Clone, Copy, Debug)]
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pub struct WithoutDebug;
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impl DebugContext for WithoutDebug {}
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/// Debugger trait that every debugger needs to implement.
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///
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/// By default, its methods are empty. Not every Debugger needs to implement all of them.
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pub trait Debugger: Send + Debug {
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/// Called by EngineState::activate_debugger().
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///
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/// Intended for initializing the debugger.
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fn activate(&mut self) {}
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/// Called by EngineState::deactivate_debugger().
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///
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/// Intended for wrapping up the debugger after a debugging session before returning back to
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/// normal evaluation without debugging.
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fn deactivate(&mut self) {}
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/// Called when the evaluator enters a block
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#[allow(unused_variables)]
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fn enter_block(&mut self, engine_state: &EngineState, block: &Block) {}
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/// Called when the evaluator leaves a block
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#[allow(unused_variables)]
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fn leave_block(&mut self, engine_state: &EngineState, block: &Block) {}
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/// Called when the evaluator enters a pipeline element
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#[allow(unused_variables)]
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fn enter_element(&mut self, engine_state: &EngineState, pipeline_element: &PipelineElement) {}
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/// Called when the evaluator leaves a pipeline element
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#[allow(unused_variables)]
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fn leave_element(
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&mut self,
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engine_state: &EngineState,
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element: &PipelineElement,
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result: &Result<(PipelineData, bool), ShellError>,
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) {
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}
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/// Create a final report as a Value
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///
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/// Intended to be called after deactivate()
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#[allow(unused_variables)]
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fn report(&self, engine_state: &EngineState, debugger_span: Span) -> Result<Value, ShellError> {
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Ok(Value::nothing(debugger_span))
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}
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}
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/// A debugger that does nothing
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///
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/// Used as a placeholder debugger when not debugging.
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#[derive(Debug)]
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pub struct NoopDebugger;
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impl Debugger for NoopDebugger {}
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