Pseudocode & layout for Actors
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# Developer Guide
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# Developer Guide
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- [Development](development/README.md)
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- [Development](development/README.md)
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- [Understanding the Design Goals](development/design/README.md)
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- [Understanding the Design Goals](development/design/README.md)
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- [Actor System]()
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- [Actor System](development/design/actor.md)
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- [Security Features](development/design/security.md)
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- [Security Features](development/design/security.md)
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- [Microkernel](development/design/kernel.md)
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- [Microkernel](development/design/kernel.md)
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- [GUI](development/design/gui.md)
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- [GUI](development/design/gui.md)
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# Actor System
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# Actor System
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```admonish question title="Why?"
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**Actors** work as an abstraction over data storage and messaging.
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It allows for all systems *(GUI, Programs, etc.)* to work together, and rely on the same features.
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It reduces work of implementation, and all implementations can use the functions.
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```
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## Features
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- Petnames
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- **OCAP** security
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- **HMAC** message verification
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```rust
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// Different possible types of actors (more to be added)
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enum ActorType {
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GUI(Widget),
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ProgramInterface,
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}
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// Possible states an actor can be in
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enum ActorState {
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Receive,
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Send,
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Work,
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Idle,
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}
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// Cryptographic keypair
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struct KeyPair {
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privkey: u128,
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pubkey: u128,
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}
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// The actor itself
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struct Actor<D: DataInterface> {
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petname: Option<String>, // Human-meaningful petname (explored further down)
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uuid: Uuid, // Unique identifier
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namespace: Uuid, // Parent namespace of this actor
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actor_type: ActorType,
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state: ActorState,
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keys: Option<KeyPair>, // Cryptographic keypair
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creation_date: DateTime,
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modified_date: DateTime,
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data: Option<D>, // Optional data of the generic D type
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}
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impl Actor {
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fn new(namespace: Uuid, a_type: ActorType) -> Self {
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Actor {
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petname: None,
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uuid: Uuid::new(),
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namespace: namespace,
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actor_type: a_type,
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state: ActorState::Idle,
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keys: None,
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creation_date:: now(),
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modified_date: now(),
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data: None,
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}
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};
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}
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impl KeyPair {
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fn generate_keypair(&mut self) -> Self;
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fn get_pubkey(&self) -> u128;
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fn sign(&self, &[u8]) -> Result<&[u8], Error>;
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fn verify_signature(&[u8], u128) -> Result<(), Error>;
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}
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trait FilesystemInterface { // Interfacing with the filesystem
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fn read(&mut self) -> Result<(), Error>; // Read the data from the disk into the Actor using the Uuid as a search key
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fn write(&self) -> Result<(), Error>; // Write the data to the disk using the Uuid as a key
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}
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trait DataInterface { // Necessary data functions
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fn to_bytes(&self) -> Result<&[u8], Error>; // Convert the data into a byte array
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}
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```
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## OCAP
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## OCAP
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**TODO**
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**TODO**
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