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Under this design, *all* databases are a `DatabaseImpl<U>`, where the `U` implements `UserData` (you can use `()` if there is none). Code would default to `&dyn salsa::Database` but if you want to give access to the userdata, you can define a custom database trait `MyDatabase: salsa::Databse` so long as you * annotate `MyDatabase` trait definition of impls of `MyDatabase` with `#[salsa::db]` * implement `MyDatabase` for `DatabaseImpl<U>` where `U` is your userdata (this could be a blanket impl, if you don't know the precise userdata type). The `tests/common/mod.rs` shows the pattern.
38 lines
784 B
Rust
38 lines
784 B
Rust
//! Test that a setting a field on a `#[salsa::input]`
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//! overwrites and returns the old value.
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use salsa::Database;
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use test_log::test;
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#[salsa::input]
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struct MyInput {
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field: String,
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}
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#[salsa::tracked]
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struct MyTracked<'db> {
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field: MyInterned<'db>,
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}
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#[salsa::interned]
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struct MyInterned<'db> {
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field: String,
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}
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#[salsa::tracked]
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fn test(db: &dyn Database, input: MyInput) {
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let input = is_send_sync(input);
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let interned = is_send_sync(MyInterned::new(db, input.field(db).clone()));
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let _tracked_struct = is_send_sync(MyTracked::new(db, interned));
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}
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fn is_send_sync<T: Send + Sync>(t: T) -> T {
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t
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}
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#[test]
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fn execute() {
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let db = salsa::DatabaseImpl::new();
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let input = MyInput::new(&db, "Hello".to_string());
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test(&db, input);
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}
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