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# Developer Guide
- [Development](development/README.md)
- [Understanding the Design Goals](development/design/README.md)
- [Actor System]()
- [Actor System](development/design/actor.md)
- [Security Features](development/design/security.md)
- [Microkernel](development/design/kernel.md)
- [GUI](development/design/gui.md)

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# Actor System
```admonish question title="Why?"
**Actors** work as an abstraction over data storage and messaging.
It allows for all systems *(GUI, Programs, etc.)* to work together, and rely on the same features.
It reduces work of implementation, and all implementations can use the functions.
```
## Features
- Petnames
- **OCAP** security
- **HMAC** message verification
## Format
```rust
// Different possible types of actors (more to be added)
enum ActorType {
GUI(photon::Widget),
ProgramInterface,
}
// Possible states an actor can be in
enum ActorState {
Receive,
Send,
Work,
Idle,
}
// Cryptographic keypair
struct KeyPair {
privkey: u128,
pubkey: u128,
}
// The actor itself
struct Actor<D: DataInterface> {
petname: Option<String>, // Human-meaningful petname (explored further down)
uuid: Uuid, // Unique identifier
namespace: Uuid, // Parent namespace of this actor
actor_type: ActorType,
state: ActorState,
keys: Option<KeyPair>, // Cryptographic keypair
creation_date: DateTime,
modified_date: DateTime,
data: Option<D>, // Optional data of the generic D type
}
impl Actor {
fn new(namespace: Uuid, a_type: ActorType) -> Self {
Actor {
petname: None,
uuid: Uuid::new(),
namespace: namespace,
actor_type: a_type,
state: ActorState::Idle,
keys: None,
creation_date:: now(),
modified_date: now(),
data: None,
}
};
}
impl KeyPair {
async fn generate_keypair(&mut self) -> Self; // Generate a public/private keypair (threaded)
fn get_pubkey(&self) -> u128; // Return the keypair of an Actor
async fn sign(&self, &[u8]) -> Result<&[u8], Error>; // Sign some data with a private key (threaded)
async fn verify_signature(&[u8], u128) -> Result<(), Error>; // Verify signed data (threaded)
}
trait FilesystemInterface { // Interfacing with the filesystem
async fn read(&mut self) -> Result<(), Error>; // Read the data from the disk into the Actor using the Uuid as a search key
async fn write(&self) -> Result<(), Error>; // Write the data to the disk using the Uuid as a key
}
trait DataInterface { // Necessary data functions
async fn to_bytes(&self) -> Result<&[u8], Error>; // Convert the data into a byte array
}
trait MessageInterface { // Sending & receiving messages
async fn send_message(&self, MessageType, Uuid) -> Result<(), Error>; // Send a message to a recipient
async fn receive_message(&self, Channel) -> Message; // Asynchronously wait for an incoming message, and deal with the first one we get
}
```
## OCAP
**TODO**
## Messages
**TODO**
- [postcard](https://lib.rs/crates/postcard) for message passing
- Priority Queue for processing multiple messages, while dealing with higher-priority ones first
Messages will be fully modelled so an actor can know *exactly* what they have to deal with, and what they can send.
Different channels are used to make each one less clogged up, and used only for a specific purpose.
Actors can read from/write to a specific channel, allowing them to ignore the others.
They can then also deal with channels in different ways, maybe deprioritizing the `Test` channel.
```rust
enum Channel { // Channels for sending/receiving messages on
Graphics, // Low-latency graphics updates
Test, // Designated channel for testing messages
Filesystem, // Batch filesystem operations
Print, // Printing text
Executable, // Executable-related messages
}
enum ProcessCode {
Exit, // Exit the process
Save, // Save data
Clear, // Clear data
Restart, // Restart process
}
enum MessageType {
Ping(String), // Simple test if we can send/recieve a message
FilesystemUpdate(gravitas::FileOperation), // We want to operate on the filesystem
GraphicsUpdate(photon::GraphicsOperation), // Update a graphics window
TextUpdate(String), // Send some text (text mode only)
ProcessUpdate(ProcessCode), // Send some info about an operation to be done on the current process. Usually kernel -> exe
}
struct Message {
id: Uuid, // UUID of the message itself
m_type: MessageType, // Message type & content
priority: u8, // For priority queueing
sender: Uuid, // Who is sending the message
recipient: Uuid, // Who the message is meant for
}
```
An example message handling loop may look like this:
```rust
loop { // Continuously loop through message sending & receiving
actor.send_message(MessageType::Ping("hello!".to_string())).await; // Block and await until we can send the test message.
match actor.receive_message(&self, Channel::Test).await.m_type { // Match on a message type
Ping(s) => println!("We got pinged! {}", s), // Print if we got pinged
_ => {}, // Ignore other states
}
}
```
### Latency

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Created in-memory on startup, modified directly whenever the filesystem is modified.
It's saved in the *Index Sector* (which is at a known offset), allowing it to be read in easily on boot.
The index is simply an `alloc::` [BTreeMap](https://doc.rust-lang.org/stable/alloc/collections/btree_map/struct.BTreeMap.html).
The index is simply an `alloc::` [BTreeMap](https://doc.rust-lang.org/stable/alloc/collections/btree_map/struct.BTreeMap.html). *(If not, try [scapegoat](https://lib.rs/crates/scapegoat))*.
We also have a simple `Vec` of the chunks that are free, which we modify in reverse.