robius-state-management
CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换
Best use case
robius-state-management is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换
CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "robius-state-management" skill to help with this workflow task. Context: CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/robius-state-management/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How robius-state-management Compares
| Feature / Agent | robius-state-management | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# Robius State Management Skill
Best practices for state management and persistence in Makepad applications based on Robrix and Moly codebases.
**Source codebases:**
- **Robrix**: Matrix chat client - AppState, SelectedRoom, persistence via serde
- **Moly**: AI chat application - Central Store pattern, async initialization, Preferences
## When to Use
Use this skill when:
- Designing application state structure
- Implementing state persistence
- Passing state through widget tree
- Managing UI state across sessions
- Keywords: app state, makepad state, persistence, Scope::with_data, save state, load state
## Production Patterns
For production-ready state management patterns, see the `_base/` directory:
| Pattern | Description |
|---------|-------------|
| 06-global-registry | Global widget registry with Cx::set_global |
| 07-radio-navigation | Tab-style navigation with radio buttons |
| 10-state-machine | Enum-based state machine widgets |
| 11-theme-switching | Multi-theme support with apply_over |
| 12-local-persistence | Save/load user preferences |
## AppState Structure
### Core State Definition
```rust
use serde::{Serialize, Deserialize};
use std::collections::HashMap;
use matrix_sdk::ruma::OwnedRoomId;
/// App-wide state that is stored persistently across multiple app runs
/// and shared/updated across various parts of the app.
#[derive(Clone, Default, Debug, Serialize, Deserialize)]
pub struct AppState {
/// The currently-selected room
pub selected_room: Option<SelectedRoom>,
/// Saved UI layout state for main view
pub saved_layout_state: SavedLayoutState,
/// Per-item saved states (e.g., per-space dock layouts)
pub saved_state_per_item: HashMap<OwnedRoomId, SavedLayoutState>,
/// Whether a user is currently logged in
#[serde(skip)] // Don't persist login state
pub logged_in: bool,
}
/// Represents a currently selected item
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum SelectedRoom {
JoinedRoom { room_name_id: RoomNameId },
InvitedRoom { room_name_id: RoomNameId },
Space { space_name_id: RoomNameId },
}
impl SelectedRoom {
pub fn room_id(&self) -> &OwnedRoomId {
match self {
Self::JoinedRoom { room_name_id } => room_name_id.room_id(),
Self::InvitedRoom { room_name_id } => room_name_id.room_id(),
Self::Space { space_name_id } => space_name_id.room_id(),
}
}
/// Upgrade from invited to joined state
pub fn upgrade_invite_to_joined(&mut self, room_id: &RoomId) -> bool {
match self {
Self::InvitedRoom { room_name_id } if room_name_id.room_id() == room_id => {
let name = room_name_id.clone();
*self = Self::JoinedRoom { room_name_id: name };
true
}
_ => false,
}
}
}
// Equality based on room_id only
impl PartialEq for SelectedRoom {
fn eq(&self, other: &Self) -> bool {
self.room_id() == other.room_id()
}
}
impl Eq for SelectedRoom {}
```
### Layout/Dock State Persistence
```rust
/// A snapshot of UI layout state for restoration
#[derive(Clone, Default, Debug, Serialize, Deserialize)]
pub struct SavedLayoutState {
/// All items contained in the layout, keyed by ID
pub layout_items: HashMap<LiveIdSerde, LayoutItemSerde>,
/// Items currently open, keyed by ID
pub open_items: HashMap<LiveIdSerde, SelectedRoom>,
/// Order items were opened (chronological)
pub item_order: Vec<SelectedRoom>,
/// Currently selected item when state was saved
pub selected_item: Option<SelectedRoom>,
}
/// Serializable wrapper for LiveId
#[derive(Clone, Debug, Hash, Eq, PartialEq, Serialize, Deserialize)]
pub struct LiveIdSerde(pub u64);
impl From<LiveId> for LiveIdSerde {
fn from(id: LiveId) -> Self {
Self(id.0)
}
}
impl From<LiveIdSerde> for LiveId {
fn from(s: LiveIdSerde) -> Self {
LiveId(s.0)
}
}
```
## State Propagation via Scope
### Passing State Through Widget Tree
```rust
impl AppMain for App {
fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
// Forward to MatchEvent
self.match_event(cx, event);
// Create Scope with AppState data
let scope = &mut Scope::with_data(&mut self.app_state);
// Pass to widget tree - all children can access AppState
self.ui.handle_event(cx, event, scope);
}
}
```
### Accessing State in Child Widgets
```rust
impl Widget for RoomScreen {
fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
// Access AppState from scope
if let Some(app_state) = scope.data.get::<AppState>() {
if let Some(selected) = &app_state.selected_room {
self.update_for_room(cx, selected);
}
}
self.view.handle_event(cx, event, scope);
}
}
```
### Modifying State
```rust
impl Widget for RoomsList {
fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
// Mutable access to AppState
if let Some(app_state) = scope.data.get_mut::<AppState>() {
if self.selection_changed {
app_state.selected_room = self.get_selected();
}
}
}
}
```
## Persistence Layer
### File Paths
```rust
use std::path::{Path, PathBuf};
const LATEST_APP_STATE_FILE_NAME: &str = "latest_app_state.json";
const WINDOW_GEOM_STATE_FILE_NAME: &str = "window_geom_state.json";
/// Get user-specific persistent state directory
fn persistent_state_dir(user_id: &UserId) -> PathBuf {
app_data_dir()
.join("users")
.join(user_id.to_string().replace(':', "_"))
}
/// Get app-wide data directory
fn app_data_dir() -> &'static Path {
// Platform-specific app data location
static APP_DATA_DIR: OnceLock<PathBuf> = OnceLock::new();
APP_DATA_DIR.get_or_init(|| {
dirs::data_dir()
.unwrap_or_else(|| PathBuf::from("."))
.join("myapp")
})
}
```
### Saving State
```rust
use std::io::Write;
pub fn save_app_state(
app_state: AppState,
user_id: OwnedUserId,
) -> anyhow::Result<()> {
let file = std::fs::File::create(
persistent_state_dir(&user_id).join(LATEST_APP_STATE_FILE_NAME)
)?;
let mut writer = std::io::BufWriter::new(file);
serde_json::to_writer(&mut writer, &app_state)?;
writer.flush()?;
log!("Successfully saved app state to persistent storage.");
Ok(())
}
/// Save window geometry state (user-agnostic)
pub fn save_window_state(window_ref: WindowRef, cx: &Cx) -> anyhow::Result<()> {
let inner_size = window_ref.get_inner_size(cx);
let position = window_ref.get_position(cx);
let window_geom = WindowGeomState {
inner_size: (inner_size.x, inner_size.y),
position: (position.x, position.y),
is_fullscreen: window_ref.is_fullscreen(cx),
};
std::fs::write(
app_data_dir().join(WINDOW_GEOM_STATE_FILE_NAME),
serde_json::to_string(&window_geom)?,
)?;
Ok(())
}
```
### Loading State
```rust
/// Load app state with graceful fallback
pub async fn load_app_state(user_id: &UserId) -> anyhow::Result<AppState> {
let state_path = persistent_state_dir(user_id).join(LATEST_APP_STATE_FILE_NAME);
// Read file
let file_bytes = match tokio::fs::read(&state_path).await {
Ok(fb) => fb,
Err(e) if e.kind() == std::io::ErrorKind::NotFound => {
log!("No saved app state found, using default.");
return Ok(AppState::default());
}
Err(e) => return Err(e.into()),
};
// Deserialize with fallback
match serde_json::from_slice(&file_bytes) {
Ok(app_state) => {
log!("Successfully loaded app state.");
Ok(app_state)
}
Err(e) => {
error!("Failed to deserialize: {e}. May be incompatible format.");
// Backup old file
let backup_path = state_path.with_extension("json.bak");
if let Err(backup_err) = tokio::fs::rename(&state_path, &backup_path).await {
error!("Failed to backup old state: {}", backup_err);
} else {
log!("Old state backed up to: {:?}", backup_path);
}
log!("Using default app state.");
Ok(AppState::default())
}
}
}
/// Load window geometry (synchronous, on UI thread)
pub fn load_window_state(window_ref: WindowRef, cx: &mut Cx) -> anyhow::Result<()> {
let file = match std::fs::File::open(app_data_dir().join(WINDOW_GEOM_STATE_FILE_NAME)) {
Ok(file) => file,
Err(e) if e.kind() == std::io::ErrorKind::NotFound => return Ok(()),
Err(e) => return Err(e.into()),
};
let window_geom: WindowGeomState = serde_json::from_reader(file)?;
log!("Restoring window geometry: {window_geom:?}");
window_ref.configure_window(
cx,
dvec2(window_geom.inner_size.0, window_geom.inner_size.1),
dvec2(window_geom.position.0, window_geom.position.1),
window_geom.is_fullscreen,
"MyApp".to_string(),
);
Ok(())
}
```
### Startup/Shutdown Integration
```rust
impl MatchEvent for App {
fn handle_startup(&mut self, cx: &mut Cx) {
// Load window geometry (sync, on UI thread)
if let Err(e) = persistence::load_window_state(
self.ui.window(ids!(main_window)), cx
) {
error!("Failed to load window state: {}", e);
}
// Trigger async app state load
let user_id = get_current_user_id();
tokio::spawn(async move {
match persistence::load_app_state(&user_id).await {
Ok(app_state) => {
Cx::post_action(AppStateAction::RestoreFromPersistence(app_state));
SignalToUI::set_ui_signal();
}
Err(e) => error!("Failed to load app state: {}", e),
}
});
}
}
impl AppMain for App {
fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
if let Event::Shutdown = event {
// Save window state (sync)
if let Err(e) = persistence::save_window_state(
self.ui.window(ids!(main_window)), cx
) {
error!("Failed to save window state: {e}");
}
// Save app state (sync)
if let Some(user_id) = current_user_id() {
if let Err(e) = persistence::save_app_state(
self.app_state.clone(), user_id
) {
error!("Failed to save app state: {e}");
}
}
}
// ...
}
}
```
## Thread-Local State (UI-Only)
```rust
use std::{cell::RefCell, rc::Rc, collections::HashMap};
thread_local! {
/// UI-thread-only cache
static UI_CACHE: Rc<RefCell<HashMap<OwnedRoomId, CachedData>>> =
Rc::new(RefCell::new(HashMap::new()));
}
/// Get cache reference (requires Cx to ensure UI thread)
pub fn get_ui_cache(_cx: &mut Cx) -> Rc<RefCell<HashMap<OwnedRoomId, CachedData>>> {
UI_CACHE.with(Rc::clone)
}
/// Clear cache (requires Cx)
pub fn clear_ui_cache(_cx: &mut Cx) {
UI_CACHE.with(|cache| cache.borrow_mut().clear());
}
```
## Best Practices
1. **Separate persistent vs runtime state**: Use `#[serde(skip)]` for non-persistent fields
2. **Use Scope::with_data() for tree propagation**: Don't pass state through widget refs
3. **Graceful deserialization fallback**: Handle format changes between versions
4. **Backup old state files**: Preserve user data when format changes
5. **User-specific persistent paths**: Separate state per user account
6. **Sync window state, async app state**: Window geometry loads sync on UI thread
7. **Thread-local for UI-only caches**: Use `thread_local!` with Cx parameter guard
## Reference Files
- `references/persistence-patterns.md` - Additional persistence patterns (Robrix)
- `references/state-structures.md` - State structure examples (Robrix)
- `references/moly-state-patterns.md` - Moly-specific patterns
- Central Store struct containing all state
- Async Store initialization with `load_into_app()`
- App state check pattern (early return if not loaded)
- Submodule state managers (Search, Downloads, Chats)
- Provider syncing status tracking
- Store action forwarding to submodules
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.Related Skills
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