如何创建全局可变bool状态标志

时间:2015-02-09 01:40:24

标签: global-variables rust

前言:我已经完成了我的研究,并且知道这不是一个好主意/也不是惯用的Rust有一个。完全接受有关解决此问题的其他方法的建议。

后台:我有一个连接到websocket的控制台应用程序,一旦连接成功,服务器就会发送“已连接”消息。我有发送者,接收者是单独的线程,一切都很好。在connect()调用之后,循环开始并在终端中发出提示,表示应用程序已准备好接收来自用户的输入。

问题:问题是当前的执行流程连接,然后立即显示提示,然后应用程序从服务器收到消息,说明它已连接。

我如何用更高级别的语言解决这个问题:放置一个全局bool(我们称之为ready),一旦应用程序“准备就绪”,然后显示提示符。< / p>

我认为这可能会在Rust中看到:

//Possible global ready flag with 3 states (true, false, None)
let ready: Option<&mut bool> = None;

fn main(){
    welcome_message(); //Displays a "Connecting..." message to the user

    //These are special callback I created and basically when the
    //message is received the `connected` is called.
    //If there was an error getting the message (service is down)
    //then `not_connected` is called. *This is working code*
    let p = mylib::Promise::new(connected, not_connected);

    //Call connect and start websocket send and receive threads
    mylib::connect(p);

    //Loop for user input
    loop {
        match ready {
            Some(x) => {
                if x == true { //If ready is true, display the prompt
                    match prompt_input() {
                        true => {},
                        false => break,
                    }
                } else {
                    return; //If ready is false, quit the program
                }
            },
            None => {} //Ready is None, so continue waiting
        }
    }
}

fn connected() -> &mut bool{
    println!("Connected to Service! Please enter a command. (hint: help)\n\n");
    true
}

fn not_connected() -> &mut bool{
    println!("Connection to Service failed :(");
    false
}

问题: 你会如何在Rust中解决这个问题?我已经尝试将它传递给所有库方法调用,但遇到了一些关于在FnOnce()闭包中借用不可变对象的主要问题。

1 个答案:

答案 0 :(得分:3)

听起来你想要有两个通过频道进行通信的线程。看看这个例子:

use std::thread;
use std::sync::mpsc;
use std::time::Duration;

enum ConsoleEvent {
    Connected,
    Disconnected,
}

fn main() {
    let (console_tx, console_rx) = mpsc::channel();

    let socket = thread::spawn(move || {
        println!("socket: started!");

        // pretend we are taking time to connect
        thread::sleep(Duration::from_millis(300));

        println!("socket: connected!");
        console_tx.send(ConsoleEvent::Connected).unwrap();

        // pretend we are taking time to transfer
        thread::sleep(Duration::from_millis(300));

        println!("socket: disconnected!");
        console_tx.send(ConsoleEvent::Disconnected).unwrap();

        println!("socket: closed!");
    });

    let console = thread::spawn(move || {
        println!("console: started!");

        for msg in console_rx.iter() {
            match msg {
                ConsoleEvent::Connected => println!("console: I'm connected!"),
                ConsoleEvent::Disconnected => {
                    println!("console: I'm disconnected!");
                    break;
                }
            }
        }
    });

    socket.join().expect("Unable to join socket thread");
    console.join().expect("Unable to join console thread");
}

这里有3个主题在线:

  1. 主线。
  2. 要从“socket”读取的线程。
  3. 与用户交互的线程。
  4. 这些线程中的每一个都可以维护自己的非共享状态。这允许推理每个线程更容易。线程使用channel安全地在它们之间发送更新。穿过线程的数据封装在枚举中。

    当我运行时,我得到了

    socket: started!
    console: started!
    socket: connected!
    console: I'm connected!
    socket: disconnected!
    socket: closed!
    console: I'm disconnected!