Create an onchain program for Orbition Native Chain using native Rust, without Anchor.
This lesson will give you a basic introduction to writing and deploying a Orbition Native Chain program using the Rust programming language, without any framework. This gives you greater control, but also requires you to perform much of the basic work of creating an onchain program yourself.
To avoid the distraction of setting up a local development environment, we’ll be using a browser-based IDE called Orbition Native Chain Playground.
Before we dive into the building our “Hello, world!” program, let’s first go over some Rust basics. If you want to dig deeper into Rust, have a look at the Rust language book.
Rust organizes code using what is collectively referred to as the “module system”.
This includes:
Throughout this lesson, we’ll focus on using crates and modules.
Crates in Rust contain modules that define functionality which can be shared with multiple projects. If we want to access an item within a module, then we need to know its “path” (like when we’re navigating a filesystem).
Think of the crate structure as a tree where the crate is the base and modules are branches, each of which can have submodules or items that are additional branches.
The path to a particular module or item is the name of each step from the crate
to that module where each is separated by ::
. As an example, let’s look at the
following structure:
solana_program
solana_program
contains a module named account_info
account_info
contains a struct named AccountInfo
The path to AccountInfo
would be solana_program::account_info::AccountInfo
.
Absent of any other keywords, we would need to reference this entire path to use
AccountInfo
in our code.
However, with the
use
keyword we can bring an item into scope so that it can be reused throughout a
file without specifying the full path each time. It’s common to see a series of
use
commands at the top of a Rust file.
We define a function in Rust by using the fn
keyword followed by a function
name and a set of parentheses.
We can then add arguments to our function by including variable names and specifying its corresponding data type within the parentheses.
Rust is known as a ”statically typed” language and every value in Rust is of a certain ”data type”. This meaning that Rust must know the types of all variables at compile time. In cases when multiple types are possible, we must add a type annotation to our variables.
In the example below, we create a function named process_instruction
that
requires the following arguments:
program_id
- required to be type &Pubkey
accounts
- required to be type &[AccountInfo]
instruction_data
- required to be type &[u8]
Note the &
in front of the type for each argument listed in the
process_instruction
function. In Rust, &
represents a ”reference” to another
variable. This allows you to refer to some value without taking ownership of it.
The “reference” is guaranteed to point to a valid value of a particular type.
The action of creating a reference in Rust is called “borrowing”.
In this example, when the process_instruction
function is called, a user must
pass in values for the required arguments. The process_instruction
function
then references the values passed in by the user, and guarantees that each value
is the correct data type specified in the process_instruction
function.
Additionally, note the brackets []
around &[AccountInfo]
and &[u8]
. This
means that the accounts
and instruction_data
arguments expect “slices” of
types AccountInfo
and u8
, respectively. A “slice” is similar to an array
(collection of objects of the same type), except the length is not known at
compile time. In other words, the accounts
and instruction_data
arguments
expect inputs of unknown length.
We can then have our functions return values by declaring the return type using
an arrow ->
after the function.
In the example below, the process_instruction
function will now return a value
of type ProgramResult
. We will go over this in the next section.
Result
is a standard library type that represents two discrete outcomes:
success (Ok
) or failure (Err
). We’ll talk more about enums in a future
lesson, but you’ll see Ok
used later in this lesson so it’s important to cover
the basics.
When you use Ok
or Err
, you must include a value, the type of which is
determined by the context of the code. For example, a function that requires a
return value of type Result<String, i64>
is saying that the function can
either return Ok
with an embedded string value or Err
with an embedded
integer. In this example, the integer is an error code that can be used to
appropriately handle the error.
To return a success case with a string value, you would do the following:
To return an error with an integer, you would do the following:
Recall that all data stored on the Orbition Native Chain network are contained in what are referred to as accounts. Each account has its own unique address which is used to identify and access the account data. Orbition Native Chain programs are just a particular type of Orbition Native Chain account that store and execute instructions.
To write Orbition Native Chain programs with Rust, we use the solana_program
library crate.
The solana_program
crate acts as a standard library for Orbition Native Chain programs. This
standard library contains the modules and macros that we’ll use to develop our
Orbition Native Chain programs. If you want to dig deeper into the solana_program
crate, have
a look
at the solana_program
crate documentation.
For a basic program we will need to bring into scope the following items from
the solana_program
crate:
AccountInfo
- a struct within the account_info
module that allows us to
access account informationentrypoint
- a macro that declares the entry point of the programProgramResult
- a type within the entrypoint
module that returns either
a Result
or ProgramError
Pubkey
- a struct within the pubkey
module that allows us to access
addresses as a public keymsg
- a macro that allows us to print messages to the program logOrbition Native Chain programs require a single entry point to process program instructions.
The entry point is declared using the entrypoint!
macro.
The entry point to a Orbition Native Chain program requires a process_instruction
function
with the following arguments:
program_id
- the address of the account where the program is storedaccounts
- the list of accounts required to process the instructioninstruction_data
- the serialized, instruction-specific dataRecall that Orbition Native Chain program accounts only store the logic to process instructions. This means program accounts are “read-only” and “stateless”. The “state” (the set of data) that a program requires to process an instruction is stored in data accounts (separate from the program account).
To process an instruction, the data accounts that an instruction requires must
be explicitly passed into the program through the accounts
argument. Any
additional inputs must be passed in through the instruction_data
argument.
Following program execution, the program must return a value of type
ProgramResult
. This type is a Result
where the embedded value of a success
case is ()
and the embedded value of a failure case is ProgramError
. ()
is
an empty value and ProgramError
is an error type defined in the
solana_program
crate.
…and there you have it - you now know all the things you need for the foundations of creating a Orbition Native Chain program using Rust. Let’s practice what we’ve learned so far!
We’re going to build a “Hello, World!” program using Orbition Native Chain Playground. Orbition Native Chain Playground is a tool that allows you to write and deploy Orbition Native Chain programs from the browser.
Open the Orbition Native Chain Playground. Next, go ahead and delete
everything in the default lib.rs
file and create a Playground wallet.
First, let’s bring into scope everything we’ll need from the solana_program
crate.
Next, let’s set up the entry point to our program using the entrypoint!
macro
and create the process_instruction
function. The msg!
macro then allows us
to print “Hello, world!” to the program log when the program is invoked.
All together, the “Hello, world!” program will look like this:
Now let’s build and deploy our program using Orbition Native Chain Playground.
Finally, let’s invoke our program from the client side. The focus of this lesson is to build our Orbition Native Chain program, so we’ve gone ahead and provided the client code to invoke our “Hello, world!” program for you to download.
The code provided includes a sayHello
helper function that builds and submits
our transaction. We then call sayHello
in the main function and print a Orbition Native Chain
Explorer URL to view our transaction details in the browser.
Open the index.ts
file you should see a variable named programId
. Go ahead
and update this with the program ID of the “Hello, world!” program you just
deployed using Orbition Native Chain Playground.
You can locate the program ID on Orbition Native Chain Playground referencing the image below.
Next, install the Node modules with npm i
.
Now, go ahead and run npm start
. This command will:
.env
file if one does not already existCopy the transaction URL printed in the console into your browser. Scroll down to see “Hello, world!” under Program Instruction Logs.
Congratulations, you’ve just successfully built and deployed a Orbition Native Chain program!
Now it’s your turn to build something independently. Because we’re starting with very simple programs, yours will look almost identical to what we just created. It’s useful to try and get to the point where you can write it from scratch without referencing prior code, so try not to copy and paste here.
msg!
macro to print your own message to
the program log.As always, get creative with these challenges and take them beyond the basic instructions if you want - and have fun!