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Building an SSG in Rust 2024-10-05T12:29:54.111Z Some reflections on using Rust to write a static site generator...

For the past few months in my spare time, Ive been programming a simple library in Rust that can be used to generate a static website from markdown files and other assets. I myself use it to generate this very website, and it is available under the GPL license on crates.io, though it might be outdated - the latest version is always on GitHub and the documentation is available on docs.rs.

You can add it to your own project in two ways, like so:

hauchiwa = "*"
hauchiwa = { git = "https://github.com/kamoshi/hauchiwa" }

Background

Throughout the years I've tried many different tools, some of them better than others.  For example, I really liked the speed of Hugo and the flexibility of Astro, but none of the available tools fulfilled my needs. I wanted both speed and lots of flexibility at the same time, I figured that I needed to create my own generator from scratch to accomplish what I want to do.

Once I realized that I would be writing my own generator I had to choose the language and the ecosystem for the generator, and as you already know, I ended up with Rust. I've considered different languages and ecosystems, like Haskell, but Rust currently has a lot of industrial momentum, that's the current zeitgeist, so I started looking into writing a Rust implementation.

Contrary to what many people say these days, Rust is definitely not a silver bullet, the fact that in Rust you have to deal with memory, even if it's automatic most of the time, can be a deal breaker. Sometimes you just don't need to care about memory, so having To deal with it is a waste of mental energy. Nevertheless, I decided that this tradeoff is worth taking in this case, given that Rust has:

  • lots of good enough libraries
  • vibrant community
  • ergonomic abstractions
  • automatic memory management with borrow checker

Ultimately I came to the conclusion that going with Rust will make it easy to find any library I need to create a generator, and the memory management is an acceptable tradeoff for the fact that Rust programs are generally quite fast and compile to a single binary.

When it comes to the actual form factor of the library, I wanted it to be really minimal and allow for maximal flexibility. I really enjoyed the way Astro works, you use it as a general framework, you have lots of freedom to define each page on the generated website. I would like to preserve this spirit in my library, while at the same time creating a robust and idiomatic API in Rust.

Some of the requirements I had in mind are:

  • The library should be decoupled from any templating engine, the user should be able to choose their own way to generate the HTML, they should even be able to do it by concatenating strings manually if they so desire.
  • The user shouldn't be limited to Markdown, the library should be format agnostic and the user should be allowed to bring any parser they want and use it to convert any kind of file to HTML.
  • The user should be able to generate HTML pages that don't have any original source files related to them, think of dynamically generated lists of pages, tags, etc.
  • There should be a way to render different pages differently, some collections of Markdown files should output different looking pages.
  • The library should make it easy to watch for changes and allow the user to add live reload while editing their website.

In my library I've tried to address all of these requirements, but it's still being worked out. I've spent a lot of time thinking through lots of design decisions until I landed on some sweet spot in the design space, but even now, I'm not sure if there are better ways to accomplish some things...

Thinking about the implementation

In my opinion, the hardest thing to come up with is the code architecture, how to properly model the problem domain and not paint yourself into a corner. This is especially true in Rust, because in this language there's quite a lot to think about thanks to the borrow checker. I feel like using languages like OCaml or F# would lend itself to iterating on the problem domain better, there you don't have to think about references, pointers or ownership.

Don't get me wrong here; I think that Rust is an excellent programming language, and I am happy to have it in my toolbox. However, some tools are better suited to different tasks (think law of the instrument) and Rust seems like an overkill when you shouldn't even have to care about the memory layout of a struct.

I went with Rust though, so that made it considerably more difficult to iterate on major changes to the structure of the program and how the various types should compose. Each time I did an overhaul, I had to chase seemingly endless waves of type checker and borrow checker errors. After each such overhaul the program nearly always ran on the first try though - yay, strict type systems and ADTs!.

The first issue I had to resolve was how to represent the data, all the processed content files and assets. I first did it by creating a one-phase build system where every single page on the website had to come from exactly just one file in the filesystem. The upside of this approach was that it was easy to trace the page back to the exact file it was generated from, and it was easy to generate the entire website.

The downsides however were much worse:

  • you couldn't generate page lists easily
  • you couldn't generate pages not backed by any files easily
  • live-reload rebuilds were messy
  • generally ugly design

This was a major mistake on my part, the design I started with was clearly not how websites work. The abstractions I came up with couldn't express the problem domain without major hacks.

To fix this I decided to rewrite the library and implement a two-phase build system, where the library first loads all content and assets and then runs user-defined tasks that can create multiple concrete HTML pages. This rewrite was quite of a headache, and took a lot of effort and time.

let website = Website::setup()
    .add_collections(vec![
       	Collection::glob_with::<Post>("content", "posts/**/*", ["md", "mdx"].into()),
    ])
    .add_styles(["styles".into()])
    .add_scripts(vec![
        ("search", "./js/search/dist/search.js"),
    ])
    // Task: generate posts
    .add_task(|sack| {
        sack.get_content_list::<Post>("posts/**/*")
            .into_iter()
            .map(generate_page)
            .collect()
    })
    .finish()

The new way to build pages turned out to be more flexible, so I think this effort was well worth it in the end. The entire pipeline is much more simplified now and allows for more granular incremental rebuilds with hashing and caching.

Incremental build system

One of the more interesting things I ended up doing while implementing the new build system was to create a custom incremental build process with live reload. I've ended up reading an article called Build systems à la carte, which goes over different ways to implent a build system in Haskell, I would recommend reading it; it was really useful. Based on some prior experience as well as this article, I've decided to go with a suspending scheduler, as well as both verifying traces and constructive traces for the rebuilding strategy.

Suspending means that the moment a certain page requires, for example, a PNG image or a CSS stylesheet I pause the page build process in order to prepare the required asset. In practice, this just means I call a function that is supposed to build that image, so it's not anything difficult.

  /// Get compiled CSS style by file path.
	pub fn get_styles(&self, path: &Utf8Path) -> Option<Utf8PathBuf> {
		let input = self.items.values().find(|item| item.file == path)?;
		if !matches!(input.data, Input::Stylesheet(..)) {
			return None;
		}

		self.tracked
			.borrow_mut()
			.insert(input.file.clone(), input.hash.clone());

		self.schedule(input)
	}

This function calls another function schedule, which builds the asset if it needs to be built.

  fn schedule(&self, input: &InputItem) -> Option<Utf8PathBuf> {
		let res = self.builder.read().unwrap().check(input);
		if res.is_some() {
			return res;
		}

		let res = self.builder.write().unwrap().build(input);
		Some(res)
	}

Here self.builder is behind an RwLock which needs to be acquired in order to build the asset. This is just an implementation detail; RwLock allows the builder to be shared in a multithreaded environment and allows many reads at the same time. This is optimal for the case when the asset is in fact already built.

When it comes to the traces, I've decided to use the following strategy to trace input assets:

#[derive(Debug)]
pub(crate) struct InputItem {
	pub(crate) hash: Vec<u8>,
	pub(crate) file: Utf8PathBuf,
	pub(crate) slug: Utf8PathBuf,
	pub(crate) data: Input,
}

Each asset has a binary hash and with this information alone we can easily check if the input asset has changed in a meaningful way between two builds.

In order to trace the individual build tasks that are defined by the user to generate the HTML pages, I've decided to use the following struct:

#[derive(Debug)]
struct Trace<G: Send + Sync> {
	task: Task<G>,
	init: bool,
	deps: HashMap<Utf8PathBuf, Vec<u8>>,
}

Here we have task which is in fact a closure pointer - a pointer to a function defined by the user of the library. This function consumes a Sack which is the access point ftracks the dependencies required by the task.

/// Task function pointer used to dynamically generate a website page.
type TaskFnPtr<G> = Arc<dyn Fn(Sack<G>) -> Vec<(Utf8PathBuf, String)> + Send + Sync>;

/// Wraps `TaskFnPtr` and implements `Debug` trait for function pointer.
pub(crate) struct Task<G: Send + Sync>(TaskFnPtr<G>);

These dependencies are then kept as the deps field, so we can check if any of the input files required by a certain task have changed. If they have, we can rebuild the task and update the dependencies. There's also the init field which just forces the task to be built for the first time.

This is just the bare minimum to make this build system work, there are still some open questions, like "What if the build task is nondeterministic, should it be rebuilt every time?". Please take a look at the library code to see how the current build system works in detail.

Reflections

In Rust borrow checker makes it difficult to iterate on designs, so I think that when first coming up with abstractions it's fine to use .clone() as much as possible, this way you don't have to deal with memory when you aren't even sure if the design will stick. Besides, using references is an optimization and premature optimization is rarely a good idea, it's much better to only optimize your program after you profile it and locate any bottlenecks.

I ended up learning a lot about the Rust type system, it's pretty powerful, but it's also easy to come up with the wrong abstraction sometimes. Type classes, or Rust traits, are very powerful, but they seldom make the right abstraction when used liberally. I think most programs are better off avoiding new traits.

On the other hand, using traits to mark abstract capabilities is amazing and I feel like more languages should have this feature in their type systems, in particular the built-in traits like Copy, Send or Sync. I think that the so-called lawful typeclass approach à la Haskell is fine, but the Rust community really shows how useful type classes can be even without HKTs.

And to sum up, I feel like going with Rust was the pragmatic choice here, I could have gone with some other language, and the solition might have been more elegant or interesting, but the Rust soluton works prefectly fine and I still ended up learning a lot in the process. It's always worth noting that the choice of a language is always a lot more than just the language, you also end up choosing the ecosystem of libraries, and the build tools used to build projects in that language. I feel like Rust's world is a joy to work with.