The plugins
folder contains internally developed Plugin modules.
Each folder contains either a python plugin, a javascript plugin, or both.
The python plugin is housed in the top level of each plugin folder, and the javascript plugin is housed in the src/js
folder within each individual plugin folder.
Each python plugin should have code stored in a non-colliding path within the deephaven
folder. Generally, this path
will be deephaven/plugin/<pluginName>
, but it may be different depending on the plugin. For example, the plotly-express
plugin is housed in deephaven/plot/express
so that it has a structure that mirrors Plotly Express.
Each python plugin should also have at least the following:
pyproject.toml
setup.cfg
README.md
- Independently versioned
- A github workflow that builds the plugin and publishes it to pypi
- Black formatting applied to all python files
Each js plugin should be the following:
- Based off the JS Module Plugin template
- Package name
@deephaven/js-plugin-<folderName>
- Independent versioning,
npm install
,npm run build
- Exported as a CJS bundle
- Externalize
react
,react-dom
,redux
,react-redux
, and any appropriate@deephaven/*
packages if used- Add it as a
rollupOptions.external
invite.config.ts
- Add it as a
Start by setting up the python venv and pre-commit hooks.
Black and blacken-docs formatting, pyright type checking, and ruff linting is setup through a pre-commit hook. To install the pre-commit hooks, run the following commands from the root directory of this repo:
python -m venv .venv
source .venv/bin/activate
pip install --upgrade -r requirements.txt
pre-commit install
This will setup a venv, activate it, and install the pre-commit hooks. The hooks will run on every commit. You can verify that pre-commit is setup by testing with the following:
pre-commit run --all-files
All steps should pass.
To bypass the pre-commit hook, you can commit with the --no-verify
flag, for example:
git commit --no-verify -m "commit message"`
We use Playwright for end-to-end tests. We test against Chrome, Firefox, and Webkit (Safari). Snapshots from E2E tests are only run against Linux so they can be validated in CI.
You should be able to pass arguments to these commands as if you were running Playwright via CLI directly. For example, to test only matplotlib.spec.ts
you could run npm run e2e:docker -- ./tests/matplotlib.spec.ts
, or to test only matplotlib.spec.ts
in Firefox, you could run npm run e2e:docker -- --project firefox ./tests/matplotlib.spec.ts
. See Playwright CLI for more details.
It is highly recommended to use npm run e2e:docker
(instead of npm run e2e
) as CI also uses the same environment. You can also use npm run e2e:update-snapshots
to regenerate snapshots in said environment. Run Playwright in UI Mode with npm run e2e:ui
when creating new tests or debugging, as this will allow you to run each test individually, see the browser as it runs it, inspect the console, evaluate locators, etc.
The above steps will also set up tox
to run tests for the python plugins that support it.
You can run tests with the following command from the plugins/<plugin>
directory:
tox -e py
Build and install the plugin wheels for the plugins, plotly and matplotlib in this example, into the deephaven-core venv. See READMEs in the directories of the python plugins you're working with for specific packages to install for development with that plugin.
You can build the wheels using the following commands (or similar for other plugins) from the root directory of this repo:
python -m build --wheel plugins/matplotlib
python -m build --wheel plugins/plotly
Run npm install
to install js dependencies.
You can build the js plugin(s) in watch mode from the root directory of this repo by using the following commands:
# build all plugins in watch mode and serves the plugins directory
npm start
This will serve the plugins using Vite's dev server. You can optionally provide a --scope
argument to filter which .js plugins will be built in watch mode:
e.g. To run all packages containing "theme" in the name:
# include a scope to filter which plugins to build in watch mode
npm start -- --scope *theme*
Alternatively, you can also run individual plugins in watch mode. Note that this will only build the plugin and won't start the dev server.
# build a single plugin in watch mode
cd plugins/plugin
npm start
Note that if you are mapping the plugins
folder directly via DHC start options, the plugins dev server won't actually be used, and you will need to restart the deephaven-core server each time a change is made for the change to be picked up.
Running npm start
will also will also serve the plugins
directory using Vite's local dev server. The default host + port is http://localhost:4100
, but the port can be configured via the PORT
env variable.
DHC and DHE can be configured when running locally to target the local plugins
server. This has the benefit of not requiring a server restart when developing plugins. See DHC or DHE README for details on using this configuration.
Build deephaven-core using the directions here.
Then, install the python plugin wheels for the plugins, plotly and matplotlib in this example, into the deephaven-core venv. See READMEs in the directories of the python plugins you're working with for specific packages to install for development with that plugin.
You can build the wheels using the following commands (or similar for other plugins) from the root directory of this repo:
python -m build --wheel plugins/matplotlib
python -m build --wheel plugins/plotly
Substitute in your local wheel locations for the wheels in the following command.
Note that <deephaven-plugins-path>
is the path to this repo.
pip install <deephaven-plugins-path>/plotly/plugins/dist/deephaven_plugin_plotly-0.0.1.dev2-py3-none-any.whl <deephaven-plugins-path>/plugins/matplotlib/dist/deephaven_plugin_matplotlib-0.1.1-py3-none-any.whl
If installing multiple wheels, you can use the following shorthand to install all built wheels:
pip install <deephaven-plugins-path>/plugins/_/dist/_.whl
If you're reinstalling the python wheels without a version bump (generally for the purpose of development), you'll want to add the --force-reinstall
tag. The --no-deps
tag is also recommended as --force-reinstall
will update all the dependencies as well, which is generally unnecessary.
For example, on reinstalls the above command becomes
pip install --force-reinstall --no-deps <deephaven-plugins-path>/plugins/_/dist/_.whl
Finally, start up Deephaven with the appropriate js-plugin flags using the path to your deephaven-plugins repo. For example, to start with the matplotlib and plotly plugins, start the server with the following command:
START_OPTS="-Ddeephaven.jsPlugins.@deephaven/js-plugin-matplotlib=<deephaven-plugins-path>/plugins/matploltib/src/js -Ddeephaven.jsPlugins.@deephaven/js-plugin-plotly=<deephaven-plugins-path>/plugins/plotly/src/js" ./gradlew server-jetty-app:run
The Deephaven IDE can then be opened at http://localhost:10000/ide/, with your plugins ready to use.
Instead of running deephaven-core from source and building all plugins yourself, you can run a docker container that automatically builds the plugins and installs them in an instance of deephaven-core, then serving it up at http://localhost:10000. JS Plugins are specified in ./docker/config/deephaven.prop as to which ones are loaded. Run npm run docker
to start up the docker container, or just run docker compose up --build
if you do not have npm
installed. It will open at port 10000 by default, and use the demo data from ./docker/data as the data folder.
If you wish to change the port it opens on, you can specify the DEEPHAVEN_PORT
environment variable. For example, to open on port 11000, you would run DEEPHAVEN_PORT=11000 npm run docker
.
If you wish to customize what data is used for the docker container, you can create a docker-compose.override.yml file to override the default values. For example, if you want to use /path/to/mydata/
as the data folder instead of the default, you would add a volumes
property to your docker-compose.override.yml:
version: '3'
services:
deephaven-plugins:
volumes:
# Specifying a data volume here will override the default data folder, and you will not be able to access the default data files (such as the demo data)
- /path/to/mydata/:/data
In order to manage changelogs, version bumps and github releases, we use cocogitto, or cog
for short. Follow the Installation instructions to install cog
. For Linux and Windows, we recommend using cargo to install. For MacOS, we recommend using brew.
The main configuration file is cog.toml, which we run using some helper scripts located in the tools/
directory.
You will also need the GitHub CLI tool installed to create and push releases to GitHub.
In order to release a given plugin, you will run the script: tools/release.sh <pluginName>
.
This must be done on a branch named main
and will publish to the git remote -v
named origin
(you can do test releases on your fork).
tools/release.sh <pluginName>
will validate that your system has the necessary software installed and setup correctly, then invoke cog bump --auto --package <pluginName>
,
which will invoke the necessary programs and scripts to automate a version bump and GitHub release.
During development, it is expected that all commit message will adhere to conventional commits.
cog
will then uses your commit messages to compute a new version number, assemble a changelog, update our version in source code, create and push git tags, and perform a GitHub release for the given plugin.
See cog.toml
to understand the full details of the release process.
After you have successfully run tools/release.sh
once, you should be able to directly invoke cog bump --auto --package <pluginName>
, or omit the --package
to release all plugins which have updated files.
As part of the release process, cog
will, per our cog.toml
configuration, invoke tools/update_version.sh <packageName> <newVersion>
, which is a script that uses sed
to update a plugin's version number in whatever source file we happen to use as the source of truth for version information in the given plugin.
[WARNING] If you change where the source of truth for a plugin's version is located, you must update tools/update_version.sh
to update the correct file with a new version number.
We use tools/update_version.sh
to remove any .dev0
"developer version" suffix before creating a release, and to put the .dev0
version suffix back after completing the release.