Calculator with WebAssembly Plugins
This example demonstrates how to embed Wasmtime to create an application that uses plugins. The plugins are WebAssembly components.
You can browse this source code online and clone the wasmtime repository to run this example locally.
This application is a simplified version of the application presented in Sy Brand's blog post "Building Native Plugin Systems with WebAssembly Components ". Consult that blog post for a more complex example of embedding Wasmtime and using plugins.
The calculator
The calculator being implemented is very simple; it takes an expression represented in prefix form, without parentheses, on the command line. For example:
target/release/calculator --plugins plugins/ add 1 2
or
target/release/calculator --plugins plugins/ subtract -1 -2
The set of operations available is defined by the set of plugins present in
the plugins/
directory.
Each plugin is a component that supports two operations:
get_plugin_name
: Returns the name of the arithmetic operation that this plugin implements.evaluate
: Takes two signed integer arguments and returns the result of evaluating the operation on the arguments.
Two example plugins are included: an add
plugin implemented in C,
and a subtract
plugin implemented in JavaScript.
Running cargo build --release
will generate the plugins:
c-plugin/add.wasm
and js-plugin/subtract.wasm
.
To run the code, you should copy both of these files into the
plugins/
directory that you provide with the --plugins
option.
To build the plugins, you must install
wit-bindgen
and the WASI SDK (for building the C plugin) andjco
(for building the JavaScript plugin). For instructions, see the C/C++ section and the JavaScript section of the Component Model documentation.
There are no nested expressions.
WIT bindings
To define the interface for the plugins, we have to create a .wit
file.
The contents of this file are:
package docs:calculator;
interface host {}
world plugin {
import host;
export get-plugin-name: func() -> string;
export evaluate: func(x: s32, y: s32) -> s32;
}
The WIT file defines a world that the plugin must implement,
as well as any imports it can expect its host to provide.
In this case, the host
interface is empty, indicating that
there is no functionality in the host that a plugin can call.
The world has two exports, indicating that the plugin must implement
two functions: a get-plugin-name
function that returns the name
of the operation that this plugin implements, and an evaluate
function
that does computation specific to this plugin.
In the calculator code, we write:
bindgen!("plugin");
which uses a macro provided by Wasmtime that automatically runs
the wit-bindgen
tool to generate bindings for the world.
CalculatorState
We use the CalculatorState
type to represent the global state of the program,
which in this case is just a mapping from strings that represent operation names
to PluginDesc
s. A PluginDesc
represents the information needed in order
to execute a plugin given arguments.
Loading plugins
The application takes a directory as a command-line argument, which is expected to contain plugins (as .wasm files). All plugins in the directory are loaded eagerly.
The load_plugins()
function starts by calling the Wasmtime library's
Engine::default()
function to create an Engine
:
#![allow(unused)] fn main() { let engine = Engine::default(); }
An Engine
is an environment for executing WebAssembly programs.
Only one Engine
is needed regardless of how many plugins
may be executed. For more details, see the Wasmtime crate documentation.
Next, it passes the engine to the Wasmtime library's Linker::new()
function to create a Linker
. A Linker
is parameterized over a state
type.
In this application, we don't need per-plugin state
(plugins implement pure functions), so the state type is ()
(the unit type).
#![allow(unused)] fn main() { let linker: Linker<()> = Linker::new(&engine); }
As with the Engine
, only one Linker
is needed for the whole application.
A Linker
can be used to define functions in the host (in this case, the
calculator application) that can be called by guests (in this case, plugins
loaded by the calculator). We don't define any such functions in our host,
so the linker is only used as an argument to the instantiate()
function
(which we'll see a little bit later).
The remaining code checks that the provided path for the plugins directory
exists and is really a directory, and if so, calls load_plugin()
on
each file in the directory that has the .wasm
extension:
#![allow(unused)] fn main() { if !plugins_dir.is_dir() { anyhow::bail!("plugins directory does not exist"); } for entry in fs::read_dir(plugins_dir)? { let path = entry?.path(); if path.is_file() && path.extension().and_then(OsStr::to_str) == Some("wasm") { load_plugin(state, &engine, &linker, path)?; } } }
Next let's look at the load_plugin()
function, which loads a single plugin.
The function begins by calling the Wasmtime library's Component::from_file()
function, which takes an Engine
and the name of a binary WebAssembly file.
#![allow(unused)] fn main() { let component = Component::from_file(engine, &path)?; }
from_file()
loads and compiles WebAssembly code and creates
the in-memory representation of a component, which we assign to
the variable component
.
The next block of code creates the dynamic representation of the component, which has all the resources it needs and can have its functions called:
#![allow(unused)] fn main() { let (plugin_name, plugin, store) = { let mut store = Store::new(engine, ()); let plugin = Plugin::instantiate(&mut store, &component, linker)?; (plugin.call_get_plugin_name(&mut store)?, plugin, store) }; }
First, it calls the Wasmtime library's Store::new
function to create a Store
.
A Store
represents the state of a particular component. Unlike an Engine
, it's specific
to each unit of code and so it can't be re-used across different plugins.
The Store
type is parameterized with a state type T
, and the third argument
to Store::new
must have type T
.
Since we don't use host state in this example,
we pass in ()
, which has type ()
; so we get a Store<()>
back.
Next, it calls the Plugin::instantiate()
function, which was generated
automatically by the bindgen!("plugin")
macro.
The function takes the Store
we just created,
the Component
that represents the code for the plugin,
and the Linker
that was passed in to load_plugin()
.
instantiate()
returns a Plugin
.
The Plugin
type corresponds to the plugin
world from our .wit
file,
and was also automatically generated by the bindgen!
macro.
Now that we have a fully instantiated plugin, we can call its
get-plugin-name
function. The call_get_plugin_name
method was
generated by the bindgen!
macro; notice that the name
call_get_plugin_name
is the same as get-plugin-name
from the .wit
file,
but with underscores in place of hyphens, and is prefixed by call_
.
This method takes a Store
, which in general allows use of host state
by the implementation of the method in the plugin, though not in this case
(since we have a Store<()>
).
Finally, we update the calculator's state by associating the plugin name with a structure containing the plugin and store:
#![allow(unused)] fn main() { state .plugin_descs .insert(plugin_name, PluginDesc { plugin, store }); }
Running the code
Finally, this line of code is responsible for actually evaluating the expression that was provided on the command line:
#![allow(unused)] fn main() { args.op.run(&mut state) }
The BinaryOperation
struct has a run
method that looks like this:
#![allow(unused)] fn main() { fn run(self, state: &mut CalculatorState) -> anyhow::Result<()> { let desc = lookup_plugin(state, self.op.as_ref())?; let result = desc.plugin.call_evaluate(&mut desc.store, self.x, self.y)?; println!("{}({}, {}) = {}", self.op, self.x, self.y, result); Ok(()) } }
First, it calls lookup_plugin
, which simply looks up the operation
name (self.op
, which is just the name that was given on the command line)
in the hash table that was created by load_plugins()
.
This returns a PluginDesc
, which is defined as:
#![allow(unused)] fn main() { pub struct PluginDesc { pub plugin: Plugin, pub store: wasmtime::Store<()>, } }
Remember, the type Plugin
corresponds to the plugin
world and was
generated automatically by the bindgen!
macro.
The next line of code:
#![allow(unused)] fn main() { let result = desc.plugin.call_evaluate(&mut desc.store, self.x, self.y)?; }
is the one that actually calls into the plugin to do the computation.
The bindings generator guarantees that a Plugin
has an evaluate
method, which we call using call_evaluate
(the name it was given
by the bindings generator).
Like call_get_plugin_name
, it takes a Store
as the first argument.
The other two arguments are the ones given on the command line.
result
is a 32-bit integer (i32
) because that's the return type
of call_evaluate()
.
Finally, we print the result to stdout
.
Writing the plugins
So far we've assumed that the plugins
directory is populated
with plugins for all the arithmetic operations we want.
How do we actually write the plugins?
The component model documentation
documents how to generate WebAssembly components from various programming languages.
As part of this sample application, two plugins are provided,
one in c-plugin/
(implementing the add
operation), and one in js-plugin/
(implementing the subtract
) operation.
The build.rs
script shows how the code is built.
Any number of plugins could be added, compiled from any language that has a toolchain with WebAssembly support, implementing any other arithmetic operations.
Wrapping up
This is a minimal example showing how to embed Wasmtime to create an application with dynamically loaded plugins. The application could be extended in various ways:
- Allow nested expressions (like
add(subtract(1, 2), 3)
) - Add floating-point operations
- Add unary expressions (like
sqrt(2)
)
The basic mechanism for loading plugins would still be the same, with only the application-specific logic changing.