24 days of Rust - app_dirs and preferences
Today we're going to take a brief look at two crates from the same author -
Andy Barron. The first of them is
app_dirs
- a useful library
to find platform-dependent directories, such as application configuration,
data directory or cache. The second crate for today is
preferences
, which provides a
simple way of managing user preferences and other data relevant to our program.
Application directories
Let's think for a moment about application-specific data. For example,
where on the filesystem should we put persistent files like game saves,
download cache or any non-default configuration? We could try storing them
in the same directory as the executable itself. While this approach
makes for portable installations (just copy the entire directory),
it runs into issues with permissions. If you've installed the program
with sudo
on Linux, you certainly shouldn't be able to mess inside
/usr/bin
as a regular non-root user. Fortunately every popular operating
system has a concept of per-user data and configuration directories.
On Windows this would be some subdirectory of C:\Users\<username>\AppData
,
while Linux uses /home/<username>/.config
(see XDG specification for
details).
The app_dirs
crate makes it easy to access or create these directories
in a cross-platform way.
extern crate app_dirs; use app_dirs::{AppDataType, AppInfo, app_root, get_app_root}; const APP_INFO: AppInfo = AppInfo { name: "24daysofrust", author: "Zbigniew Siciarz", }; fn main() { println!("{:?}", get_app_root(AppDataType::UserConfig, &APP_INFO)); println!("{:?}", app_root(AppDataType::UserConfig, &APP_INFO)); }
We need to create an AppInfo
value up front. The docs for app_dirs
recommend a single const instance, so that's what we're doing here. The
application and author names may be used as path fragments. In the main()
function we're requesting directories for a specific type of data. It can be
one of UserConfig
, UserData
, UserCache
, SharedConfig
or SharedData
.
$ cargo run Ok("C:\\Users\\USER\\AppData\\Roaming\\Zbigniew Siciarz\\24daysofrust") Ok("C:\\Users\\USER\\AppData\\Roaming\\Zbigniew Siciarz\\24daysofrust")
Both function calls returned the same path. So what's the difference?
get_
variants only build the path, but do not touch the filesystem at all.
There is no guarantee that the directory returned by get_app_root()
exists.
To actually create the directory (if it doesn't exist), use app_root()
.
We can also use app_dir()
to directly create a subdirectory under one of the
app-specific data directories:
use app_dirs::app_dir; let save_dir = app_dir(AppDataType::UserData, &APP_INFO, "game/saves") .expect("Couldn't create directory for game saves"); println!("{}", save_dir.display());
$ cargo run C:\Users\USER\AppData\Roaming\Zbigniew Siciarz\24daysofrust\game\saves
Application preferences
The preferences
crate builds upon app_dirs
to provide a somewhat
opinionated approach to storing program configuration. If we have a
serializable struct, it can be saved in an application-specific configuration
directory as a JSON-encoded file. Let's revisit the GameConfig
example that
already appeared earlier in this series:
extern crate preferences; extern crate rustc_serialize; use std::path::PathBuf; use preferences::Preferences; #[derive(RustcEncodable, RustcDecodable, Debug, Default)] struct GameConfig { save_dir: Option<PathBuf>, autosave: bool, fov: f32, render_distance: u32, } let mut config = match GameConfig::load(&APP_INFO, "game_config") { Ok(cfg) => cfg, Err(_) => GameConfig::default(), }; println!("{:?}", config); config.save_dir = Some(save_dir); config.autosave = true; config.save(&APP_INFO, "game_config").expect("Failed to save game config");
Deriving the serialization traits automatically implements another trait -
Preferences
. It provides the load()
and save()
methods that we use
to persist our game configuration.
We're reusing the same AppInfo
value as before, so that the underlying
calls to app_dirs
API know where to find our application directories.
Note: preferences
is going to move to serde
once custom derive
lands in stable Rust. But that doesn't mean a lot of upgrade work for us. Only
the trait names will change to Serialize
and Deserialize
.
$ cargo run GameConfig { save_dir: None, autosave: false, fov: 0, render_distance: 0 } $ cargo run GameConfig { save_dir: Some("C:\\Users\\USER\\AppData\\Roaming\\Zbigniew Siciarz\\24daysofrust\\game\\saves"), autosave: false, fov: 0, render_distance: 0 }
Running the program for the first time ever used default values for the configuration. However, in the second run the configuration file already exists on disk, so it's loaded and printed out.
There's also a PreferencesMap
type, which is just a HashMap
that knows how
to load and store itself in a JSON file. It's particularily useful when you
need to persist key-value data.
Further reading
- XDG Base Directory Specification
- What's in the hidden Windows AppData Folder, and how to find it if you need it
jconfig
andtoml-config
- similar crates to access settings stored as JSON or TOML
Photo by Jaafar Alnasser and shared under the Creative Commons Attribution-NonCommercial 2.0 Generic License. See https://www.flickr.com/photos/jaafaralnasser/16047384204/