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I think these changes reflect the current state, but I found it hard to track the state of some of the planned work. Hence why it'd be good to have it documented :) I also expanded some sections that I found misleading, as somebody familiar with Rust and FlatBuffers separately. Parts of these pages seem to be aimed at people familiar with FlatBuffers (ie via the other documentation pages) but not each language, which I'm trying to preserve. However, Rust does some things differently, and as somebody with expectations about how typical Rust APIs work the discussion of threading made me wonder what was different.
187 lines
8.6 KiB
Markdown
187 lines
8.6 KiB
Markdown
Use in Rust {#flatbuffers_guide_use_rust}
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==========
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## Before you get started
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Before diving into the FlatBuffers usage in Rust, it should be noted that
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the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
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to general FlatBuffers usage in all of the supported languages (including Rust).
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This page is designed to cover the nuances of FlatBuffers usage, specific to
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Rust.
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#### Prerequisites
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This page assumes you have written a FlatBuffers schema and compiled it
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with the Schema Compiler. If you have not, please see
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[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler)
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and [Writing a schema](@ref flatbuffers_guide_writing_schema).
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Assuming you wrote a schema, say `mygame.fbs` (though the extension doesn't
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matter), you've generated a Rust file called `mygame_generated.rs` using the
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compiler (e.g. `flatc --rust mygame.fbs` or via helpers listed in "Useful
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tools created by others" section bellow), you can now start using this in
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your program by including the file. As noted, this header relies on the crate
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`flatbuffers`, which should be in your include `Cargo.toml`.
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## FlatBuffers Rust library code location
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The code for the FlatBuffers Rust library can be found at
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`flatbuffers/rust`. You can browse the library code on the
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[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/rust).
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## Testing the FlatBuffers Rust library
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The code to test the Rust library can be found at `flatbuffers/tests/rust_usage_test`.
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The test code itself is located in
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[integration_test.rs](https://github.com/google/flatbuffers/blob/master/tests/rust_usage_test/tests/integration_test.rs)
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This test file requires `flatc` to be present. To review how to build the project,
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please read the [Building](@ref flatbuffers_guide_building) documentation.
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To run the tests, execute `RustTest.sh` from the `flatbuffers/tests` directory.
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For example, on [Linux](https://en.wikipedia.org/wiki/Linux), you would simply
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run: `cd tests && ./RustTest.sh`.
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*Note: The shell script requires [Rust](https://www.rust-lang.org) to
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be installed.*
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## Using the FlatBuffers Rust library
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*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
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example of how to use FlatBuffers in Rust.*
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FlatBuffers supports both reading and writing FlatBuffers in Rust.
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To use FlatBuffers in your code, first generate the Rust modules from your
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schema with the `--rust` option to `flatc`. Then you can import both FlatBuffers
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and the generated code to read or write FlatBuffers.
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For example, here is how you would read a FlatBuffer binary file in Rust:
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First, include the library and generated code. Then read the file into
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a `u8` vector, which you pass, as a byte slice, to `root_as_monster()`.
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This full example program is available in the Rust test suite:
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[monster_example.rs](https://github.com/google/flatbuffers/blob/master/tests/rust_usage_test/bin/monster_example.rs)
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It can be run by `cd`ing to the `rust_usage_test` directory and executing: `cargo run monster_example`.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.rs}
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extern crate flatbuffers;
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#[allow(dead_code, unused_imports)]
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#[path = "../../monster_test_generated.rs"]
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mod monster_test_generated;
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pub use monster_test_generated::my_game;
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use std::io::Read;
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fn main() {
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let mut f = std::fs::File::open("../monsterdata_test.mon").unwrap();
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let mut buf = Vec::new();
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f.read_to_end(&mut buf).expect("file reading failed");
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let monster = my_game::example::root_as_monster(&buf[..]);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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`monster` is of type `Monster`, and points to somewhere *inside* your
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buffer (root object pointers are not the same as `buffer_pointer` !).
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If you look in your generated header, you'll see it has
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convenient accessors for all fields, e.g. `hp()`, `mana()`, etc:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.rs}
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println!("{}", monster.hp()); // `80`
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println!("{}", monster.mana()); // default value of `150`
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println!("{:?}", monster.name()); // Some("MyMonster")
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}
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*Note: That we never stored a `mana` value, so it will return the default.*
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## Direct memory access
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As you can see from the above examples, all elements in a buffer are
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accessed through generated accessors. This is because everything is
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stored in little endian format on all platforms (the accessor
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performs a swap operation on big endian machines), and also because
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the layout of things is generally not known to the user.
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For structs, layout is deterministic and guaranteed to be the same
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across platforms (scalars are aligned to their
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own size, and structs themselves to their largest member), and you
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are allowed to access this memory directly by using `safe_slice`
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on the reference to a struct, or even an array of structs.
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To compute offsets to sub-elements of a struct, make sure they
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are structs themselves, as then you can use the pointers to
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figure out the offset without having to hardcode it. This is
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handy for use of arrays of structs with calls like `glVertexAttribPointer`
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in OpenGL or similar APIs.
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It is important to note is that structs are still little endian on all
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machines, so the functions to enable tricks like this are only exposed on little
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endian machines. If you also ship on big endian machines, using an
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`#[cfg(target_endian = "little")]` attribute would be wise or your code will not
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compile.
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The special function `safe_slice` is implemented on Vector objects that are
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represented in memory the same way as they are represented on the wire. This
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function is always available on vectors of struct, bool, u8, and i8. It is
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conditionally-compiled on little-endian systems for all the remaining scalar
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types.
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The FlatBufferBuilder function `create_vector_direct` is implemented for all
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types that are endian-safe to write with a `memcpy`. It is the write-equivalent
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of `safe_slice`.
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## Access of untrusted buffers
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The safe Rust functions to interpret a slice as a table (`root`,
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`size_prefixed_root`, `root_with_opts`, and `size_prefixed_root_with_opts`)
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verify the data first. This has some performance cost, but is intended to be
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safe for use on flatbuffers from untrusted sources. There are corresponding
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`unsafe` versions with names ending in `_unchecked` which skip this
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verification, and may access arbitrary memory.
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The generated accessor functions access fields over offsets, which is
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very quick. The current implementation uses these to access memory without any
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further bounds checking. All of the safe Rust APIs ensure the verifier is run
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over these flatbuffers before accessing them.
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When you're processing large amounts of data from a source you know (e.g.
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your own generated data on disk), the `_unchecked` versions are acceptable, but
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when reading data from the network that can potentially have been modified by an
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attacker, it is desirable to use the safe versions which use the verifier.
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## Threading
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Reading a FlatBuffer does not touch any memory outside the original buffer,
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and is entirely read-only (all immutable), so is safe to access from multiple
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threads even without synchronisation primitives.
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Creating a FlatBuffer is not thread safe. All state related to building
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a FlatBuffer is contained in a FlatBufferBuilder instance, and no memory
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outside of it is touched. To make this thread safe, either do not
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share instances of FlatBufferBuilder between threads (recommended), or
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manually wrap it in synchronisation primitives. There's no automatic way to
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accomplish this, by design, as we feel multithreaded construction
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of a single buffer will be rare, and synchronisation overhead would be costly.
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Unlike most other languages, in Rust these properties are exposed to and
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enforced by the type system. `flatbuffers::Table` and the generated table types
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are `Send + Sync`, indicating they may be freely shared across threads and data
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may be accessed from any thread which receives a const (aka shared) reference.
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There are no functions which require a mutable (aka exclusive) reference, which
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means all the available functions may be called like this.
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`flatbuffers::FlatBufferBuilder` is also `Send + Sync`, but all of the mutating
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functions require a mutable (aka exclusive) reference which can only be created
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when no other references to the `FlatBufferBuilder` exist, and may not be copied
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within the same thread, let alone to a second thread.
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## Useful tools created by others
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* [flatc-rust](https://github.com/frol/flatc-rust) - FlatBuffers compiler
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(flatc) as API for transparent `.fbs` to `.rs` code-generation via Cargo
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build scripts integration.
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<br>
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