One of the architectural changes Amazon made to CryEngine is the introduction of the EBus (Event Bus):

a general-purpose communication system that Lumberyard uses to dispatch notifications and receive requests

Ebuses are a key participant in the component and gem systems and used throughout the engine. Their indirection and de-coupling make them an ideal candidate for integrating additional languages in Lumberyard development.

For further details about ebus, see:

EBus Primer

Let’s take a look at using the TickBus:

#include <AzCore/Component/TickBus.h>

class MyEbusHandlerComponent
    : public Component
    , public AZ::TickBus::Handler
{

private:
    void Activate() override
    {
        // Connect to the bus
        TickBus::Handler::BusConnect();
    }

    void OnTick(float deltaTime, ScriptTimePoint time) override
    {
        // Handle tick event
    }
};

// Send a message on `TickRequestBus`
float frameDeltaTime = 0.f;
TickRequestBus::BroadcastResult(frameDeltaTime, &AZ::TickRequestBus::Events::GetTickDeltaTime);

To subscribe to an ebus and receive published events:

  1. Derive from EBus<T>::Handler
  2. Call EBus<T>::Handler::BusConnect()

Broadcast() and BroadcastResult() are used to send messages (requests) to an ebus.

Down the Template Rabbit Hole

Let’s take a look at what’s going on by unraveling the innocuous looking:

TickBus::Handler::BusConnect();

TickBus is defined in Code/Framework/AzCore/AzCore/Component/TickBus.h:

/**
* The EBus for tick notification events.
* The events are defined in the AZ::TickEvents class.
*/
typedef AZ::EBus<TickEvents>    TickBus;

Ok, so we’re working with an EBus. EBus is defined in Code/Framework/AzCore/AzCore/EBus/EBus.h:

template<class Interface, class BusTraits = Interface>
class EBus
    : public BusInternal::EBusImpl<AZ::EBus<Interface, BusTraits>, BusInternal::EBusImplTraits<Interface, BusTraits>, typename BusTraits::BusIdType>
{
    //...

Because only one template parameter is specified, both Interface and BusTraits template parameters are the same type (i.e. EBus<TickEvents, TickEvents>).

EBusImpl is defined in Code/Framework/AzCore/AzCore/EBus/BusImpl.h:

template <class Bus, class Traits>
struct EBusImpl<Bus, Traits, NullBusId>
    : public EventDispatcher<Bus, Traits>
    , public EBusBroadcaster<Bus, Traits>
    , public EBusBroadcastEnumerator<Bus, Traits>
    , public AZStd::Utils::if_c<Traits::EnableEventQueue, EBusBroadcastQueue<Bus, Traits>, EBusNullQueue>::type
{
};

//...

template <class Bus, class Traits>
struct EBusBroadcaster
{
    /**
    * An event handler that can be attached to only one address at a time.
    */
    using Handler = typename Traits::BusesContainer::Handler;
};

It inherits from a few things, but the one we care about is EBusBroadcaster which defines Handler.

So, to summarize what we have figured out so far:

//TickBus::Handler::BusConnect();
EBusImplTraits<_, TickEvents>::BusesContainer::Handler::BusConnect();

EBusImplTraits is defined in BusImpl.h

template <class Interface, class BusTraits>
struct EBusImplTraits
{
    //...

    /**
    * Contains all of the addresses on the EBus.
    */
    using BusesContainer = AZ::Internal::EBusContainer<Interface, Traits>;

That means we now know:

//TickBus::Handler::BusConnect();
//EBusImplTraits<_, TickEvents>::BusesContainer::Handler::BusConnect();
AZ::Internal::EBusContainer<_, TickEvents>::Handler::BusConnect();

Code/Framework/AzCore/AzCore/EBus/Internal/BusContainer.h:

// Default impl, used when there are multiple addresses and multiple handlers
template <typename Interface, typename Traits, EBusAddressPolicy addressPolicy = Traits::AddressPolicy, EBusHandlerPolicy handlerPolicy = Traits::HandlerPolicy>
struct EBusContainer
{
public:
    //...

    using Handler = IdHandler<Interface, Traits, ContainerType>;

Thing is, IdHandler doesn’t define BusConnect(). The comment gives you a clue about what’s going on- specialization/partial specialization based on AddressPolicy and HandlerPolicy from the trait (i.e. TickRequests).

TickEvents in TickBus.h:

/**
* Interface for AZ::TickBus, which is the EBus that dispatches tick events.
* These tick events are executed on the main game thread. In games, AZ::TickBus
* dispatches ticks even if the application is not in focus. In tools, AZ::TickBus 
* can become inactive when the tool loses focus.
* @note Do not add a mutex to TickEvents. It is unnecessary and typically degrades performance.
*/
class TickEvents
    : public AZ::EBusTraits
{
    //...

EBusTraits in EBus.h:

struct EBusTraits
{
public:
    /**
        * Defines how many handlers can connect to an address on the EBus
        * and the order in which handlers at each address receive events.
        * For available settings, see AZ::EBusHandlerPolicy.
        * By default, an EBus supports any number of handlers.
        */
    static const EBusHandlerPolicy HandlerPolicy = EBusHandlerPolicy::Multiple;

    /**
        * Defines how many addresses exist on the EBus.
        * For available settings, see AZ::EBusAddressPolicy.
        * By default, an EBus uses a single address.
        */
    static const EBusAddressPolicy AddressPolicy = EBusAddressPolicy::Single;

Therefore the specialization we’re interested in is EBusContainer<_, _, EBusAddressPolicy::Single, EBusHandlerPolicy::Multiple>:

// Specialization for single address, multi handler
template <typename Interface, typename Traits, EBusHandlerPolicy handlerPolicy>
struct EBusContainer<Interface, Traits, EBusAddressPolicy::Single, handlerPolicy>
{
public:
    using ContainerType = EBusContainer;
    using IdType = typename Traits::BusIdType;

    //...

    using Handler = NonIdHandler<Interface, Traits, ContainerType>;

Now we finally know what TickBus::Handler is:

//TickBus::Handler::BusConnect();
//EBusImplTraits<_, TickEvents>::BusesContainer::Handler::BusConnect();
//AZ::Internal::EBusContainer<_, TickEvents>::Handler::BusConnect();
NonIdHandler<_, TickEvents>::BusConnect();

Look at definition of NonIdHandler in Code/Framework/AzCore/AzCore/EBus/Internal/Handlers.h:

/**
* Handler class used for buses with only a single address (no id type).
*/
template <typename Interface, typename Traits, typename ContainerType>
class NonIdHandler
    : public Interface
{
public:
    using BusType = AZ::EBus<Interface, Traits>;
    //...

    void BusConnect();
    void BusDisconnect();

Sure enough, there’s the declaration for BusConnect(). But, what about the definition? That’s back in Ebus.h:

template <typename Interface, typename Traits, typename ContainerType>
void NonIdHandler<Interface, Traits, ContainerType>::BusConnect()
{
    typename BusType::Context& context = BusType::GetOrCreateContext();
    AZStd::scoped_lock<decltype(context.m_contextMutex)> contextLock(context.m_contextMutex);
    if (!BusIsConnected())
    {
        typename Traits::BusIdType id;
        m_node = this;
        BusType::ConnectInternal(context, m_node, id);
    }
}

this is the AZ::TickBus::Handler-derived handler instance from which we called BusConnect() (e.g. in Activate()). This looks like the end, let’s just pinch this off: it grabs a lock and calls EBus<>::ConnectInternal() (also in Ebus.h), which calls Connect() on EBusContainer instance member (back in BusContainer.h), and adds our handler to the list of handlers.

All that template shenanigans to add a pointer to a list. Good times.

Rust-ified

All of that was very interesting, but how can we call it from Rust? Bindgen doesn’t support several “advanced” C++ techniques like template functions, partial template specialization, and traits templates.

This results in a few problems for us:

  1. No way to resolve types
    • As we found above, because of template specialization TickBus::Handler::BusConnect() is NonIdHandler<_, TickEvents>::BusConnect(). But Bindgen only generates bindings for the base template:
       pub type EBusContainer_Handler<Interface> = root::AZ::Internal::IdHandler<Interface>;
      
  2. There’s no functions to bind (link) to
    • Almost everything is defined via templates in header files; mostly inlined and not externally visible symbols

The simplest approach is wrapping the needed routines in “plain” C functions like we did to deal with Lumberyard Editor IPlugin:

#include <AzCore/Component/TickBus.h>
#include <AzCore/Script/ScriptTimePoint.h>

extern "C" {
	void TickRequestBus_BroadcastResult_GetTimeAtCurrentTick(AZ::ScriptTimePoint& results)
	{
		AZ::TickRequestBus::BroadcastResult(results, &AZ::TickRequestBus::Events::GetTimeAtCurrentTick);
	}
}

In Rust:

extern "C" {
    pub fn TickRequestBus_BroadcastResult_GetTimeAtCurrentTick(results: *mut root::AZ::ScriptTimePoint);
}

Simple and effective, albeit tedious. But we’re not done yet.

Look at the definition of ScriptTimePoint in Code\Framework\AzCore\AzCore\Script\ScriptTimePoint.h:

class ScriptTimePoint
{
public:
    AZ_TYPE_INFO(ScriptTimePoint, "{4c0f6ad4-0d4f-4354-ad4a-0c01e948245c}");
    AZ_CLASS_ALLOCATOR(ScriptTimePoint, SystemAllocator, 0);

    ScriptTimePoint()
        : m_timePoint(AZStd::chrono::system_clock::now()) {}
    //...
}

And system_clock::now() in Code\Framework\AzCore\AzCore\std\chrono\clocks.h:

class system_clock
{
public:
    //...
    static time_point  now()        { return time_point(duration(AZStd::GetTimeNowMicroSecond())); }
    //...
};

All of this is inlined leaving us with no way to correctly initialize ScriptTimePoint in Rust.

There’s a few different ways to deal with this:

  • If we compile Lumberyard with inlining disabled, we could get bindgen to generate a binding with generate_inline_functions(true):
      extern "C" {
          #[link_name = "\u{1}?now@system_clock@chrono@AZStd@@SA?AV?$time_point@Vsystem_clock@chrono@AZStd@@V?$duration@_JV?$ratio@$00$0PECEA@@AZStd@@@23@@23@XZ"]
          pub fn system_clock_now() -> root::AZStd::chrono::system_clock_time_point;
      }
      impl system_clock {
          #[inline]
          pub unsafe fn now() -> root::AZStd::chrono::system_clock_time_point {
              system_clock_now()
          }
      }
    
  • Wrap the function and export it from C++:
      extern "C" {
          time_point system_clock_now() {
              return system_clock::now();
          }
      }
    

    Then in Rust:

      extern "C" {
          pub fn system_clock_now() -> time_point;
      }
    
  • Re-implement the helper in Rust:
      impl AZStd::chrono::system_clock {
          pub fn now() -> AZStd::chrono::system_clock_time_point {
              unsafe {
                  let time = AZStd::GetTimeNowMicroSecond();
                  let duration = AZStd::chrono::duration::from_duration_rep(time);
                  AZStd::chrono::time_point::from_time_point_duration(duration)
              }
          }
      }
    
      impl<Rep> AZStd::chrono::duration<Rep> {
          pub fn from_duration_rep(val: Rep) -> Self {
              Self { m_rep: val, _phantom_0: PhantomData }
          }
      }
    
      impl<Duration> AZStd::chrono::time_point<Duration> {
          pub fn from_time_point_duration(val: Duration) -> Self {
              Self { m_d: val, _phantom_0: PhantomData }
          }
      }
    

At the moment, some combination of the first two seems like the right choice:

  1. Requires least amount of code to write/debug/maintain
  2. If original C++ code is removed/renamed, we’ll get a compile time error to update the wrapper
  3. Leverage bindgen to automatically generate Rust bindings

Solution

First, we create wrappers in a C++ static library to access from Rust:

// RustAz.h
namespace AZStd {
	namespace chrono {
		system_clock::time_point system_clock_now()
		{
			return system_clock::now();
		}
	}
}
// RustAz.cpp
#include "RustAz.h"

RustAz/wscript to produce RustAz.lib:

def build(bld):
    bld.CryEngineStaticLibrary(
        target          = 'RustAz',
        #...
    )

Build, and dumpbin /symbols <root>BinTemp\win_x64_vs2017_profile\Code\Framework\RustAz\RustAz\RustAz.lib confirms it is an externally visible symbol defined in the library:

287 00000000 SECT113 notype ()    External    | 

?system_clock_now@chrono@AZStd@@YA?AV?$time_point@Vsystem_clock@chrono@AZStd@@V?$duration@_JV?$ratio@$00$0PECEA@@AZStd@@@23@@12@XZ 

(class AZStd::chrono::time_point<class AZStd::chrono::system_clock,class AZStd::chrono::duration<__int64,class AZStd::ratio<1,1000000> > > __cdecl AZStd::chrono::system_clock_now(void))

Next, process RustAz.h with bindgen to generate the Rust bindings:

pub mod AZStd {
    pub mod chrono {
        extern "C" {
            #[link_name = "\u{1}?system_clock_now@chrono@AZStd@@YA?AV?$time_point@Vsystem_clock@chrono@AZStd@@V?$duration@_JV?$ratio@$00$0PECEA@@AZStd@@@23@@12@XZ"]
            pub fn system_clock_now() -> root::AZStd::chrono::system_clock_time_point;
        }
    }
}

Ebus-in’

From Rust we can now make a request via the ebus and receive a simple result:

unsafe {
    use lmbr_sys::root::{AZ, AZStd};
    let mut current_time = AZ::ScriptTimePoint { m_timePoint: AZStd::chrono::system_clock_now() } ;
    lmbr_sys::TickRequestBus_BroadcastResult_GetTimeAtCurrentTick(&mut current_time);
    info!("GetTimeAtCurrentTick {:?}", current_time);
}

I must admit, the prospect of having to re-write and manually maintain extensive bindings is daunting and dissuades me from wanting to continue pursuing this. However, there doesn’t seem to be a better option until bindgen gets support for more than the most trivial C++.