15 KiB
Zed's Plugin Runner
This is a short guide that aims to answer the following questions:
- How do plugins work in Zed?
- How can I create a new plugin?
- How can I integrate plugins into a part of Zed?
Nomenclature
- Host-side: The native Rust runtime managing plugins, e.g. Zed.
- Guest-side: The wasm-based runtime that plugins use.
How plugins work
Zed's plugins are WebAssembly (Wasm) based, and have access to the WebAssembly System Interface (WASI), which allows for permissions-based access to subsets of system resources, like the filesystem.
To execute plugins, Zed's plugin system uses the sandboxed wasmtime
runtime, which is Open Source and developed by the Bytecode Alliance. Wasmtime uses the Cranelift codegen library to compile plugins to native code.
Zed has three plugin
crates that implement different things:
-
plugin_runtime
is a host-side library that loads and runs compiledWasm
plugins, in addition to setting up system bindings. This crate should be used host-side -
plugin
contains a prelude for guest-side plugins to depend on. It re-exports some required crates (e.g.serde
,bincode
) and provides some necessary macros for generating bindings thatplugin_runtime
can hook into. -
plugin_macros
implements the proc macros required byplugin
, like the#[import]
and#[export]
attribute macros, and should also be used guest-side.
ABI
The interface between the host Rust runtime ('Runtime') and plugins implemented in Wasm ('Plugin') is pretty simple.
When calling a guest-side function, all arguments are serialized to bytes and passed through Buffer
s. We currently use serde
+ bincode
to do this serialization. This means that any type that can be serialized using serde can be passed across the ABI boundary. For types that represent resources that cannot pass the ABI boundary (e.g. Rope
), we are working on an opaque callback-based system.
Note
: It's important to note that there is a draft ABI standard for Wasm called WebAssembly Interface Types (often abbreviated
WITX
). This standard is currently not stable and only experimentally supported in some runtimes. Once this proposal becomes stable, it would be a good idea to transition towards using WITX as the ABI, rather than the rather rudimentarybincode
ABI we have now.
All Buffer
s are stored in Wasm linear memory (Wasm memory). A Buffer
is a pointer, length pair to a byte array somewhere in Wasm memory. A Buffer
itself is represented as a pair of two 4-byte (u32
) fields:
struct Buffer {
ptr: u32,
len: u32,
}
Which we encode as a single u64
when crossing the ABI boundary:
+-------+-------+
| ptr | len |
+-------+-------+
|
~ ~ ~ ~ | ~ ~ ~ ~ spOoky ABI boundary O.o
V
+---------------+
| u64 |
+---------------+
All functions that a plugin exports or imports have the following properties:
-
A function signature of
fn(u64) -> u64
, where both the argument (input) and return type (output) are aBuffer
:- The input
Buffer
will contain the input arguments serialized tobincode
. - The output
Buffer
will contain the output arguments serialized tobincode
.
- The input
-
Have a name starting with two underscores.
Luckily for us, we don't have to worry about mangling names or writing serialization code. The plugin::prelude::*
defines a couple of macros—aptly named #[import]
and #[export]
—that generate all serialization code and perform all mangling of names requisite for crossing the ABI boundary.
There are also a couple important things every plugin must have:
__alloc_buffer
function that, given au32
length, returns au32
pointer to a buffer of that length.__free_buffer
function that, given a buffer encoded as au64
, frees the buffer at the given location, and does not return anything.
Luckily enough for us yet again, the plugin
prelude defines two ready-made versions of these functions, so you don't have to worry about implementing them yourselves.
So, what does importing and exporting functions from a plugin look like in practice? I'm glad you asked...
Creating new plugins
Since Zed's plugin system uses Wasm + WASI, in theory any language that compiles to Wasm can be used to write plugins. In practice, and out of practicality, however, we currently only really support plugins written in Rust.
A plugin is just a rust crate like any other. All plugins embedded in Zed are located in the plugins
folder in the root. These plugins will automatically be compiled, optimized, and recompiled on change, so it's recommended that when creating a new plugin you create it there.
As plugins are compiled to Wasm + WASI, you need to have the wasm32-wasi
toolchain installed on your system. If you don't have it already, a little rustup magick will do the trick:
rustup target add wasm32-wasi
Configuring a plugin
After you've created a new plugin in plugins
using cargo new --lib
, edit your Cargo.toml
to ensure that it looks something like this:
[package]
name = "my_very_cool_incredible_plugin_with_a_short_name_of_course"
version = "0.1.0"
edition = "2021"
[lib]
crate-type = ["cdylib"]
[dependencies]
plugin = { path = "../../crates/plugin" }
[profile.release]
opt-level = "z"
lto = true
Here's a quick explainer of what we're doing:
-
crate-type = ["cdylib"]
is used because a plugin essentially acts a library, exposing functions with specific signatures that perform certain tasks. This key ensures that the library is generated in a reproducible manner with a layoutplugin_runtime
knows how to hook into. -
plugin = { path = "../../crates/plugin" }
is used so we have access to the prelude, which has a few useful functions and can automatically generate serialization glue code for us. -
[profile.release]
these options wholistically optimize for size, which will become increasingly important as we add more plugins.
Importing and Exporting functions
To import or export a function, all you need are two things:
- Make sure that you've imported
plugin::prelude::*
- Annotate your function or signature with
#[export]
or#[import]
respectively.
Here's an example plugin that doubles the value of every float in a Vec<f64>
passed into it:
use plugin::prelude::*;
#[export]
pub fn double(mut x: Vec<f64>) -> Vec<f64> {
x.into_iter().map(|x| x * 2.0).collect()
}
All the serialization code is automatically generated by #[export]
.
You can specify functions that must be defined host-side by using the #[import]
attribute. This attribute must be attached to a function signature:
use plugin::prelude::*;
#[import]
fn run(command: String) -> Vec<u8>;
The #[import]
macro will generate a function body that performs the proper serialization/deserialization needed to call out to the host rust runtime. Note that the same serde
+ bincode
+ Buffer
ABI is used for both #[import]
and #[export]
.
Note
: If you'd like to see an example of importing and exporting functions, check out the
test_plugin
, which can be found in theplugins
directory.
Integrating plugins into Zed
Currently, plugins are used to add support for language servers to Zed. Plugins should be fairly simple to integrate for library-like applications. Here's a quick overview of how plugins work:
Normal vs Precompiled plugins
Plugins in the plugins
directory are automatically recompiled and serialized to disk when compiling Zed. The resulting artifacts can be found in the plugins/bin
directory. For each plugin
, you should see two files:
-
plugin.wasm
is the plugin compiled to Wasm. As a baseline, this should be about 4MB for debug builds and 2MB for release builds, but it depends on the specific plugin being built. -
plugin.wasm.pre
is the plugin compiled to Wasm and additionally precompiled to host-platform-agnostic cranelift-specific IR. This should be about 700KB for debug builds and 500KB in release builds. Each plugin takes about 1 or 2 seconds to compile to native code using cranelift, so precompiling plugins drastically reduces the startup time required to begin to run a plugin.
For all intents and purposes, it is highly recommended that you use precompiled plugins where possible, as they are much more lightweight and take much less time to instantiate.
Instantiating a plugin
So you have something you'd like to add a plugin for. What now? The general pattern for adding support for plugins is as follows:
1. Create a struct to hold the plugin
To call the functions that a plugin exports host-side, you need to have 'handles' to those functions. Each handle is typed and stored in WasiFn<A, R>
where A: Serialize
and R: DeserializeOwned
.
For example, let's suppose we're creating a plugin that:
- formats a message
- processes a list of numbers somehow
We could create a struct for this plugin as follows:
use plugin_runtime::{WasiFn, Plugin};
pub struct CoolPlugin {
format: WasiFn<String, String>,
process: WasiFn<Vec<f64>, f64>,
runtime: Plugin,
}
Note that this plugin also holds an owned reference to the runtime, which is stored in the Plugin
type. In asynchronous or multithreaded contexts, it may be required to put Plugin
behind an Arc<Mutex<Plugin>>
. Although plugins expose an asynchronous interface, the underlying Wasm engine can only execute a single function at a time.
Note
: This is a limitation of the WebAssembly standard itself. In the future, to work around this, we've been considering starting a pool of plugins, or instantiating a new plugin per call (this isn't as bad as it sounds, as instantiating a new plugin only takes about 30µs).
In the following steps, we're going to build a plugin and extract handles to fill this struct we've created.
2. Bind all imported functions
While a plugin can export functions, it can also import them. We'll refer to the host-side functions that a plugin imports as 'native' functions. Native functions are represented using callbacks, and both synchronous and asynchronous callbacks are supported.
To bind imported functions, the first thing we need to do is create a new plugin using PluginBuilder
. PluginBuilder
uses the builder pattern to configure a new plugin, after which calling the init
method will instantiate the Plugin
.
You can create a new plugin builder as follows:
let builder = PluginBuilder::new_with_default_ctx();
This creates a plugin with a sensible default set of WASI permissions, namely the ability to write to stdout
and stderr
(note that, by default, plugins do not have access to stdin
). For more control, you can use PluginBuilder::new
and pass in a WasiCtx
manually.
Synchronous Functions
To add a sync native function to a plugin, use the .host_function
method:
let builder = builder.host_function(
"add_f64",
|(a, b): (f64, f64)| a + b,
).unwrap();
The .host_function
method takes two arguments: the name of the function, and a sync callback that implements it. Note that this name must match the name of the function declared in the plugin exactly. For example, to use the add_f64
from a plugin, you must include the following #[import]
signature:
use plugin::prelude::*;
#[import]
fn add_f64(a: f64, b: f64) -> f64;
Note that the specific names of the arguments do not matter, as long as they are unique. Once a function has been imported, it may be used in the plugin as any other Rust function.
Asynchronous Functions
To add an async native function to a plugin, use the .host_function_async
method:
let builder = builder.host_function_async(
"half",
|n: f64| async move { n / 2.0 },
).unwrap();
This method works exactly the same as the .host_function
method, but requires a callback that returns an async future. On the plugin side, there is no distinction made between sync and async functions (as Wasm has no built-in notion of sync vs. async), so the required import signature should not use the async
keyword:
use plugin::prelude::*;
#[import]
fn half(n: f64) -> f64;
All functions declared by the builder must be imported by the Wasm plugin, otherwise an error will be raised.
3. Get the compiled plugin
Once all imports are marked, we can instantiate the plugin. To instantiate the plugin, simply call the .init
method on a PluginBuilder
:
let plugin = builder
.init(
true,
include_bytes!("../../../plugins/bin/cool_plugin.wasm.pre"),
)
.await
.unwrap();
The .init
method currently takes two arguments:
-
First, the 'precompiled' flag, indicating whether the plugin is normal (
.wasm
) or precompiled (.wasm.pre
). When using a precompiled plugin, set this flag totrue
. -
Second, the raw plugin Wasm itself, as an array of bytes. When not precompiled, this can be either the Wasm binary format (
.wasm
) or the Wasm textual format (.wat
). When precompiled, this must be the precompiled plugin (.wasm.pre
).
The .init
method is asynchronous, and must be .await
ed upon. If the plugin is malformed or doesn't import the right functions, an error will be raised.
4. Get handles to all exported functions
Once the plugin has been compiled, it's time to start filling in the plugin struct defined earlier. In the case of CoolPlugin
from earlier, this can be done as follows:
let mut cool_plugin = CoolPlugin {
format: plugin.function("format").unwrap(),
process: plugin.function("process").unwrap(),
runtime: plugin,
};
Because the struct definition defines the types of functions we're grabbing handles to, it's not required to specify the types of the functions here.
Note that, yet again, the names of guest-side functions we import must match exactly. Here's an example of what that implementation might look like:
use plugin::prelude::*;
#[export]
pub fn format(message: String) -> String {
format!("Cool Plugin says... '{}!'", message)
}
#[export]
pub fn process(numbers: Vec<f64>) -> f64 {
// Process by calculating the average
let mut total = 0.0;
for number in numbers.into_iter() {
total += number;
}
total / numbers.len()
}
That's it! Now you have a struct that holds an instance of a plugin. The last thing you need to know is how to call out the plugin you've defined...
Using a plugin
To call a plugin function, use the async .call
method on Plugin
:
let average = cool_plugin.runtime
.call(
&cool_plugin.process,
vec![1.0, 2.0, 3.0],
)
.await
.unwrap();
The .call
method takes two arguments:
- A reference to the handle of the function we want to call.
- The input argument to this function.
This method is async, and must be .await
ed. If something goes wrong (e.g. the plugin panics, or there is a type mismatch between the plugin and WasiFn
), then this method will return an error.
Last Notes
This has been a brief overview of how the plugin system currently works in Zed. We hope to implement higher-level affordances as time goes on, to make writing plugins easier, and providing tooling so that users of Zed may also write plugins to extend their own editors.