rust-backend
Rust coding guidelines for the Windmill backend. MUST use when writing or modifying Rust code in the backend directory.
Install
mkdir -p .claude/skills/rust-backend && curl -L -o skill.zip "https://mcp.directory/api/skills/download/1975" && unzip -o skill.zip -d .claude/skills/rust-backend && rm skill.zipInstalls to .claude/skills/rust-backend
About this skill
Windmill Rust Patterns
Apply these Windmill-specific patterns when writing Rust code in backend/.
Error Handling
Use Error from windmill_common::error. Return Result<T, Error> or JsonResult<T>:
use windmill_common::error::{Error, Result};
pub async fn get_job(db: &DB, id: Uuid) -> Result<Job> {
sqlx::query_as!(Job, "SELECT id, workspace_id FROM v2_job WHERE id = $1", id)
.fetch_optional(db)
.await?
.ok_or_else(|| Error::NotFound("job not found".to_string()))?;
}
Never panic in library code. Reserve .unwrap() for compile-time guarantees.
SQLx Patterns
Never use SELECT * — always list columns explicitly. Critical for backwards compatibility when workers lag behind API version:
// Correct
sqlx::query_as!(Job, "SELECT id, workspace_id, path FROM v2_job WHERE id = $1", id)
// Wrong — breaks when columns are added
sqlx::query_as!(Job, "SELECT * FROM v2_job WHERE id = $1", id)
Use batch operations to avoid N+1:
// Preferred — single query with IN clause
sqlx::query!("SELECT ... WHERE id = ANY($1)", &ids[..]).fetch_all(db).await?
Use transactions for multi-step operations. Parameterize all queries.
JSON Handling
Prefer Box<serde_json::value::RawValue> over serde_json::Value when storing/passing JSON without inspection:
pub struct Job {
pub args: Option<Box<serde_json::value::RawValue>>,
}
Only use serde_json::Value when you need to inspect or modify the JSON.
Serde Optimizations
#[derive(Serialize, Deserialize)]
pub struct Job {
#[serde(skip_serializing_if = "Option::is_none")]
pub parent_job: Option<Uuid>,
#[serde(skip_serializing_if = "Vec::is_empty")]
pub tags: Vec<String>,
#[serde(default)]
pub priority: i32,
}
Async & Concurrency
Never block the async runtime. Use spawn_blocking for CPU-intensive work:
let result = tokio::task::spawn_blocking(move || expensive_computation(&data)).await?;
Mutex selection: Prefer std::sync::Mutex (or parking_lot::Mutex) for data protection. Only use tokio::sync::Mutex when holding locks across .await points.
Use tokio::sync::mpsc (bounded) for channels. Avoid std::thread::sleep in async contexts.
Module Structure & Visibility
- Use
pub(crate)instead ofpubwhen possible - Place new code in the appropriate crate based on functionality
- API endpoints go in
windmill-api/src/organized by domain - Shared functionality goes in
windmill-common/src/
Code Navigation
Always use rust-analyzer LSP for go-to-definition, find-references, and type info. Do not guess at module paths.
Axum Handlers
Destructure extractors directly in function signatures:
async fn process_job(
Extension(db): Extension<DB>,
Path((workspace, job_id)): Path<(String, Uuid)>,
Query(pagination): Query<Pagination>,
) -> Result<Json<Job>> { ... }
More by windmill-labs
View all →You might also like
flutter-development
aj-geddes
Build beautiful cross-platform mobile apps with Flutter and Dart. Covers widgets, state management with Provider/BLoC, navigation, API integration, and material design.
drawio-diagrams-enhanced
jgtolentino
Create professional draw.io (diagrams.net) diagrams in XML format (.drawio files) with integrated PMP/PMBOK methodologies, extensive visual asset libraries, and industry-standard professional templates. Use this skill when users ask to create flowcharts, swimlane diagrams, cross-functional flowcharts, org charts, network diagrams, UML diagrams, BPMN, project management diagrams (WBS, Gantt, PERT, RACI), risk matrices, stakeholder maps, or any other visual diagram in draw.io format. This skill includes access to custom shape libraries for icons, clipart, and professional symbols.
godot
bfollington
This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.
nano-banana-pro
garg-aayush
Generate and edit images using Google's Nano Banana Pro (Gemini 3 Pro Image) API. Use when the user asks to generate, create, edit, modify, change, alter, or update images. Also use when user references an existing image file and asks to modify it in any way (e.g., "modify this image", "change the background", "replace X with Y"). Supports both text-to-image generation and image-to-image editing with configurable resolution (1K default, 2K, or 4K for high resolution). DO NOT read the image file first - use this skill directly with the --input-image parameter.
ui-ux-pro-max
nextlevelbuilder
"UI/UX design intelligence. 50 styles, 21 palettes, 50 font pairings, 20 charts, 8 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient."
rust-coding-skill
UtakataKyosui
Guides Claude in writing idiomatic, efficient, well-structured Rust code using proper data modeling, traits, impl organization, macros, and build-speed best practices.
Stay ahead of the MCP ecosystem
Get weekly updates on new skills and servers.