feat: Multithreaded runtime (#2)

Implements a tunable configuration for a single or multi-threaded runtime.

Reviewed-on: http://zachery.lol/code/code/zacheryasc/swactor/pulls/2


Signed-off-by: Zachery Aaron Shores-Chmielewski <zacheryasc@gmail.com>
This commit is contained in:
zacheryasc 2026-01-25 13:38:34 +00:00
parent 8aa300fbba
commit 33956d7f22
10 changed files with 875 additions and 253 deletions

196
DESIGN.md
View file

@ -74,4 +74,198 @@ impl<T> HybridChannel<T> {
} }
} }
} }
``` ```
### Kimi Suggestions
IMPROVEMENTS FITTING DESIGN GOALS
Here are improvements aligned with the stated goals: "maximum usability and speed while keeping line count low" and "no footguns."
Priority 1: Critical Bug Fixes & MVP Completion
1. Fix Runtime Constructor (~5 lines)
- Implement Runtime::new()
- Implement Builder::build()
- Fix examples to compile
2. Handle Full Inboxes Gracefully (~15 lines)
- Return Result<(), Error> from send_to on full inbox
- Provide backpressure signal instead of silent drop
- Add try_send() vs send() distinction
3. Implement Multithreaded Runtime (~30-40 lines)
- Complete threading infrastructure (already partially designed)
- Router runs in separate thread
- Actor processing pool with work-stealing (simple round-robin first)
Priority 2: Usability Enhancements (Low Line Count)
4. Ergonomic Macros (~20-30 lines procedural macro crate)
#[derive(Actor)]
struct MyActor { ... }
- Auto-impl ActorInterface for simple cases
- Reduces boilerplate significantly
5. Request/Response Helper (~15 lines)
let resp: Response = rt.request(addr, msg).await?;
- Common pattern many users need
- Maintains simplicity
6. Inbox Capacity Configuration (~5 lines)
- Per-actor capacity instead of global constant
- Allow spawn_with_capacity()
Priority 3: Performance Optimizations
7. Sharded Router (~30-40 lines)
- Multiple HashMaps based on address hash
- Reduces contention on messaging hot path
- Maintains O(1) lookups
8. Actor Work Stealing (~40-50 lines)
- Multiple actor queues instead of single global queue
- Threads steal work when idle
- Improves cache locality
9. Hybrid Channel (from DESIGN.md) (~25 lines)
- Implements the overflow mechanism described
- Ring buffer + Mutex<VecDeque> for emergencies
- Prevent message loss under burst loads
10. Actor State Colocation (~15 lines)
- Group related actors by affinity
- Optional "actor system" or "node" concept
- Better cache locality
Priority 4: Observability (Minimal Overhead)
11. Lightweight Metrics (~15-20 lines)
- Message counts per actor (atomic counters)
- Overflow/drop tracking
- Optional, compile-time feature flag
12. Message Tracing (~10-15 lines opt-in)
- Optional trace ID in envelope
- Zero-cost when disabled (feature flag)
Priority 5: Reliability Patterns
13. Bounded Channels with Overflow (~20 lines)
- Implement HybridChannel from design doc
- Graceful degradation under load
14. Watchdog Timer Pattern (~15 lines example)
- Show pattern: actor checking heartbeats
- Keep library simple, document patterns
---
SPECIFIC CODE IMPROVEMENTS
Fix Silent Failures (Priority: CRITICAL)
Current (src/runtime.rs:85-93):
pub fn send_to<M: Message>(&self, addr: ActorAddress, msg: M) -> Result<(), ()> {
let envelope: Envelope = Box::new(msg);
self.router_inbox
.try_send(RouterMessage::SendToAddr { addr, msg: envelope })
.map_err(|_| ())
}
Improved:
pub fn try_send<M: Message>(&self, addr: ActorAddress, msg: M) -> Result<(), Error> {
let envelope: Envelope = Box::new(msg);
self.router_inbox
.try_send(RouterMessage::SendToAddr { addr, msg: envelope })
.map_err(|_| Error::from("Router inbox full"))
}
// Add send that blocks/resizes
pub fn send<M: Message>(&self, addr: ActorAddress, msg: M) -> Result<(), Error> { ... }
Implement HybridChannel (Priority: HIGH)
From design doc, add to ring_buffer.rs:
pub struct HybridChannel<T> {
ring: ArrayQueue<T>,
overflow: Mutex<VecDeque<T>>,
overflow_count: AtomicUsize,
}
impl<T> HybridChannel<T> {
fn push(&self, value: T) -> Result<(), T> {
if self.ring.push(value).is_err() {
self.overflow.lock().push_back(value);
self.overflow_count.fetch_add(1, Relaxed);
// Optionally resize ring if overflow_count > threshold
}
Ok(())
}
}
Fix Runtime Construction (Priority: CRITICAL)
Current: Runtime::new() doesn't exist but examples use it.
Add to runtime.rs:
impl Runtime {
pub fn new(capacity: usize, flavor: Option<RuntimeFlavor>) -> Self {
let router = Router::new(capacity);
let router_inbox = router.new_sender();
Self {
flavor: flavor.unwrap_or_default(),
router,
router_inbox,
actor_queue: ArrayQueue::new(capacity),
thread_pool: Vec::new(),
}
}
}
Add Sharded Router (Priority: MEDIUM)
Current: Single HashMap for all addresses
Improved: N HashMaps based on address modulo
pub(crate) struct Router {
shards: Vec<HashMap<ActorAddress, Box<dyn SenderT>>>,
shard_mask: usize, // shards.len() - 1 (power of 2)
inbox: Receiver<RouterMessage>,
}
impl Router {
fn get_shard(&self, addr: ActorAddress) -> &HashMap<...> {
&self.shards[(addr as usize) & self.shard_mask]
}
}
---
RECOMMENDED ROADMAP
Phase 1: Bug Fixes & MVP (1-2 days)
1. Implement Runtime::new()
2. Implement Builder::build()
3. Fix compilation errors
4. Add error handling for full inboxes
5. Document API
Phase 2: Single-Threaded Polish (1 week)
1. Ergonomic macros
2. Request/response helpers
3. Inbox capacity configuration
4. Example improvements
5. Basic tests
Phase 3: Multi-Threaded (2 weeks)
1. Implement threaded runtime
2. Worker thread pool
3. Router in separate thread
4. Work-stealing queues
5. Performance benchmarks
Phase 4: Production Hardening (2 weeks)
1. Sharded router
2. Hybrid channels
3. Metrics (opt-in)
4. Message tracing (opt-in)
5. Stress testing
Phase 5: Documentation & Patterns (1 week)
1. Actor patterns guide
2. Performance tuning guide
3. WASM integration examples
4. Best practices documentation
---
ALTERNATIVE ARCHITECTURES TO CONSIDER
For Even Smaller Line Count
If the goal is absolutely minimal code, consider:
- Single-threaded only: Remove multi-threading complexity entirely
- No router: Direct mpsc channels between actors (more Erlang-like)
- Simpler scheduling: Round-robin over actors array
Tradeoff: Less flexible, but potentially <200 lines total.
For Better Performance
If performance outweighs minimalism:
- Lock-free HashMap: Use dashmap or equivalent for router
- SegQueue: Better for work-stealing than ArrayQueue
- Pre-allocated: Fixed-size actor pool with object pool pattern
- Lock-free message passing: Use crossbeam or tokio channels throughout
Tradeoff: More dependencies, larger binary size.
For Better Ergonomics
If usability is primary goal:
- Async/Await native: Integrate with tokio or async-std
- Actor supervision: Basic supervisor trees (small implementation)
- Message DSL: Macro for pattern-matching message handlers
Tradeoff: Increases complexity substantially, may conflict with "small" goal.
---
CONCLUSION
swactor has a solid, minimalist architecture that delivers on its core promise: a small, WASM-compatible actor library. The design is clean, modular, and avoids unnecessary complexity.
Current Grade: C+ (Incomplete MVP)
- Architecture: B+
- Ease of Use: D (examples don't compile, silent failures)
- Performance: B (good primitives but scalability concerns)
Potential Grade with improvements: A-
- Fixing critical bugs would make it immediately usable
- Sharded router + work-stealing would address scalability
- Ergonomic macros would dramatically improve UX
- Hybrid channels would solve burst-load scenarios
Recommendation: Focus on completing Phase 1 (bug fixes) and Phase 2 (usability). The architecture is sound—it's just incomplete. Avoid premature optimization; measure performance first, then implement sharding/work-stealing if benchmarks show contention.

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@ -1,4 +1,7 @@
use swactor::{ActorAddress, ActorInterface, Message, Runtime, RuntimeFlavor}; use swactor::{
actor::{ActorAddress, ActorInterface},
runtime::{Runtime, RuntimeConfig},
};
#[derive(Debug, Default)] #[derive(Debug, Default)]
struct Greeter { struct Greeter {
@ -13,7 +16,9 @@ struct GreetMessage {
/// who do we send out greeting back to? /// who do we send out greeting back to?
return_addr: ActorAddress, return_addr: ActorAddress,
} }
impl Message for GreetMessage {}
#[derive(Debug, Default, Clone)]
struct GreetResponse(String);
impl ActorInterface for Greeter { impl ActorInterface for Greeter {
type Incoming = GreetMessage; type Incoming = GreetMessage;
@ -29,17 +34,18 @@ impl ActorInterface for Greeter {
} }
} }
#[derive(Debug, Default, Clone)]
struct GreetResponse(String);
impl Message for GreetResponse {}
fn main() { fn main() {
let mut rt = Runtime::new(100, Some(RuntimeFlavor::SingleThreaded)); let rt = Runtime::new(RuntimeConfig::default());
// spawn a `Greeter` in the runtime, returning an address to contact it with
let addr = rt let addr = rt
.spawn(Greeter::default()) .spawn(Greeter::default())
.expect("failed to spawn greeter"); .expect("failed to spawn greeter");
let inbox = rt.new_inbox::<GreetResponse>();
// create an `Inbox` that allows us to receive messages from the runtime
let inbox = rt.new_inbox::<GreetResponse>().unwrap();
// send a message to the `Greeter` we spawned
rt.send_to( rt.send_to(
addr, addr,
GreetMessage { GreetMessage {
@ -48,10 +54,11 @@ fn main() {
}, },
) )
.unwrap(); .unwrap();
// default runtime is single threaded, and requires the parent process to drive
for _ in 0..3 { for _ in 0..3 {
rt.tick(); rt.tick();
} }
let resp = inbox.try_recv().expect("greeter should have said hello"); let resp = inbox.try_recv().expect("greeter should have said hello");
println!("{}", resp.0); println!("{}", resp.0);

71
examples/ring.rs Normal file
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@ -0,0 +1,71 @@
use swactor::{
actor::{ActorAddress, ActorInterface},
runtime::{Inbox, Runtime, RuntimeConfig},
};
#[derive(Debug, Default, Clone)]
pub struct RingMessage {
count: usize,
}
impl RingMessage {
pub fn next(self) -> Self {
Self {
count: self.count + 1,
}
}
}
#[derive(Debug, Default)]
struct RingActor {
next: ActorAddress,
}
impl RingActor {
pub fn new(next: ActorAddress) -> Self {
Self { next }
}
}
impl ActorInterface for RingActor {
type Incoming = RingMessage;
type Response = ();
fn handle(&mut self, ctx: &Runtime, msg: Self::Incoming) {
if let Err(_) = ctx.send_to(self.next, msg.next()) {
// do nothing
}
}
}
fn main() {
let config = RuntimeConfig::default();
let rt = Runtime::new(config);
let inbox: Inbox<RingMessage> = rt.new_inbox().unwrap();
let mut next = rt
.spawn(RingActor::new(*inbox.addr()))
.expect("failed to spawn");
let num_passes = 500;
for _ in 0..num_passes {
let new = rt.spawn(RingActor::new(next)).expect("failed to spawn");
next = new;
}
rt.send_to(next, RingMessage { count: 0 })
.expect("failed to start message ring");
let msg: RingMessage;
loop {
match inbox.try_recv() {
Some(m) => {
msg = m;
break;
}
None => {
rt.tick();
}
}
}
assert_eq!(msg.count, num_passes + 1); // count should equal the number of passes plus the return to main process inbox
println!("{msg:?}");
}

109
src/actor.rs Normal file
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@ -0,0 +1,109 @@
use crate::{runtime::Runtime, WATERLEVEL, get_random, ring_buffer::Receiver};
/// The primary trait defining data that can be passed to and from actor processes
pub trait Message: 'static + Sized + Clone + Send + Sync {}
impl<T: 'static + Sized + Clone + Send + Sync> Message for T {}
/// The trait that needs to be implemented in order to run a process as an `Actor`
///
/// The `Incoming` type represents `Messages` that can be delivered to the `Actor`.
///
/// The `Response` type represents possible `Messages` the actor may attempt to reply with.
///
/// The `fn handle(..)` is where you implement the logic for handling `Incoming` messages
///
/// # Example
/// ```
/// use swactor::{actor::{ActorAddress, ActorInterface}, runtime::Runtime};
///
/// struct Greeter {
/// num_greeted: usize,
/// }
///
/// #[derive(Clone)] // required to auto implement `Message`
/// struct GreetMessage {
/// who: String,
/// return_addr: ActorAddress,
/// }
///
/// #[derive(Clone)]
/// struct GreetResponse(String);
///
/// impl ActorInterface for Greeter {
/// type Incoming = GreetMessage;
/// type Response = GreetResponse;
///
/// fn handle(&mut self, ctx: &Runtime, msg: Self::Incoming) {
/// let response = GreetResponse(format!("Hello, {}!", msg.who).to_string());
/// if let Ok(_) = ctx.send_to(msg.return_addr, response) {
/// self.num_greeted += 1;
/// }
/// }
/// }
/// ```
pub trait ActorInterface: 'static + Send {
type Incoming: Message;
type Response: Message;
fn handle(&mut self, ctx: &Runtime, msg: Self::Incoming);
}
/// A unique address for this actor. 32 bytes is overkill for a small application,
/// but most systems are powerful, and this allows us to create a global map of
/// actor processes in the future, without worrying about collision.
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub struct ActorAddress(pub [u8; 32]);
impl ActorAddress {
pub fn new_random() -> Self {
let mut bytes = [0u8; 32];
get_random(&mut bytes);
Self(bytes)
}
}
/// The actor process as represented in the Runtime, with the actor state stored with it's inbox.
pub(crate) struct Actor<A>
where
A: ActorInterface,
{
inbox: Receiver<A::Incoming>,
inner: A,
}
impl<A: ActorInterface> Actor<A> {
pub(crate) fn new(inbox: Receiver<A::Incoming>, inner: A) -> Self {
Self {
inbox,
inner,
}
}
}
/// Trait for type-erased actors
pub(crate) trait AnyActor: Send {
fn tick(&mut self, ctx: &Runtime);
}
impl<A> AnyActor for Actor<A>
where
A: ActorInterface,
{
fn tick(&mut self, ctx: &Runtime) {
// TODO: WATERLEVEL is hard coded, and so is this message handling scheme. We should
// make it so both are more flexible, with sane defaults.
let total_messages = self.inbox.len();
let messages_to_process = if total_messages < WATERLEVEL {
total_messages
} else {
total_messages >> 1
};
for _ in 0..messages_to_process {
match self.inbox.try_recv() {
Some(msg) => self.inner.handle(ctx, msg),
None => unreachable!(
"We checked number of unprocessed messages in the queue ahead of processing"
),
}
}
}
}

View file

@ -1,6 +1,19 @@
/// Simple, ergonomic, local `Error` type.
/// # Usage
/// ```
/// use swactor::Error;
///
/// fn foo_if_even(num: u64) -> Result<String, Error> {
/// if num % 2 == 0 {
/// return Ok("foo".into());
/// }
/// else {
/// return Err(Error::from("baz"));
/// }
/// }
/// ```
#[derive(Debug)] #[derive(Debug)]
pub struct Error(Box<dyn std::error::Error + Send + Sync + 'static>); pub struct Error(Box<dyn std::error::Error + Send + Sync + 'static>);
pub type Result<T> = std::result::Result<T, Error>;
pub(crate) fn convert_err<E: std::fmt::Debug>(e: E) -> Error { pub(crate) fn convert_err<E: std::fmt::Debug>(e: E) -> Error {
Error(format!("{e:?}").into()) Error(format!("{e:?}").into())
} }

View file

@ -1,251 +1,24 @@
pub mod actor;
pub(crate) mod error;
pub use error::Error;
mod ring_buffer; mod ring_buffer;
mod router;
use std::collections::HashMap; pub mod runtime;
use crossbeam_queue::ArrayQueue;
use ring_buffer::{Receiver, Sender};
pub mod error;
use error::Error;
#[cfg(feature = "getrandom")] #[cfg(feature = "getrandom")]
pub fn get_random(buf: &mut [u8]) { pub(crate) fn get_random(buf: &mut [u8]) {
getrandom::getrandom(buf).unwrap() getrandom::getrandom(buf).unwrap()
} }
/// FIXME: remove hard coded defaults
/// The strategy for message processing is such: /// The strategy for message processing is such:
///
/// ```ignore
/// if total_messages < WATERLEVEL: /// if total_messages < WATERLEVEL:
/// process all /// process all
/// else /// else
/// process total_messages // 2 /// process total_messages >> 1
/// ```
const WATERLEVEL: usize = 10; const WATERLEVEL: usize = 10;
const DEFAULT_INBOX_CAPACITY: usize = 100;
pub trait Message: 'static + Sized + Clone + Send {}
pub type Envelope = Box<dyn std::any::Any + Send>;
pub trait ActorInterface: 'static + Send {
type Incoming: Message;
type Response: Message;
fn handle(&mut self, ctx: &Runtime, msg: Self::Incoming);
}
pub type ActorAddress = u64;
pub struct Actor<A>
where
A: ActorInterface,
{
_addr: ActorAddress,
inbox: Receiver<A::Incoming>,
inner: A,
}
/// Trait for type-erased actors
trait AnyActor: Send {
fn tick(&mut self, ctx: &Runtime);
}
impl<A> AnyActor for Actor<A>
where
A: ActorInterface,
{
fn tick(&mut self, ctx: &Runtime) {
let total_messages = self.inbox.len();
let messages_to_process = if total_messages < WATERLEVEL {
total_messages
} else {
total_messages >> 1
};
for _ in 0..messages_to_process {
match self.inbox.try_recv() {
Some(msg) => self.inner.handle(ctx, msg),
None => unreachable!(
"We checked number of unprocessed messages in the queue ahead of processing"
),
}
}
}
}
pub struct Inbox<M: Message> {
addr: ActorAddress,
inner: Receiver<M>,
}
impl<M: Message> Inbox<M> {
pub fn addr(&self) -> &ActorAddress {
&self.addr
}
pub fn try_recv(&self) -> Option<M> {
self.inner.try_recv()
}
}
#[derive(Debug, Default)]
pub enum RuntimeFlavor {
#[default]
SingleThreaded,
Multithreaded(usize),
}
pub struct Runtime {
flavor: RuntimeFlavor,
router: Router,
router_inbox: Sender<RouterMessage>,
actor_queue: ArrayQueue<Box<dyn AnyActor>>,
}
impl Runtime {
pub fn new(capacity: usize, flavor: Option<RuntimeFlavor>) -> Self {
let router = Router::new(DEFAULT_INBOX_CAPACITY);
let router_inbox = router.new_sender();
Self {
flavor: flavor.unwrap_or_default(),
router,
router_inbox,
actor_queue: ArrayQueue::new(capacity),
}
}
pub fn spawn<A: ActorInterface>(&self, actor: A) -> Result<ActorAddress, Error> {
let addr = {
let mut bytes = u64::to_le_bytes(0);
get_random(&mut bytes);
u64::from_le_bytes(bytes)
};
let inbox = Receiver::<A::Incoming>::new(DEFAULT_INBOX_CAPACITY);
let sender = inbox.new_sender();
// Register the sender with the router
let _ = self
.router_inbox
.try_send(RouterMessage::AddAddr(addr, Box::new(sender)));
self.actor_queue
.push(Box::new(Actor {
_addr: addr,
inbox,
inner: actor,
}))
.map_err(|_| Error::from("Runtime error: Failed to spawn actor."))?;
Ok(addr)
}
pub fn send_to<M: Message>(&self, addr: ActorAddress, msg: M) -> Result<(), ()> {
let envelope: Envelope = Box::new(msg);
self.router_inbox
.try_send(RouterMessage::SendToAddr {
addr,
msg: envelope,
})
.map_err(|_| ())
}
pub fn tick(&mut self) {
// Pop actor, tick it, push it back
if let Some(mut actor) = self.actor_queue.pop() {
actor.tick(self);
let _ = self.actor_queue.push(actor);
}
match self.flavor {
RuntimeFlavor::Multithreaded(_) => (), // router has its own thread
RuntimeFlavor::SingleThreaded => self.router.tick(),
}
}
pub fn new_inbox<M: Message>(&self) -> Inbox<M> {
let addr = {
let mut bytes = u64::to_le_bytes(0);
get_random(&mut bytes);
u64::from_le_bytes(bytes)
};
let receiver = Receiver::<M>::new(DEFAULT_INBOX_CAPACITY);
let sender = receiver.new_sender();
// Register the sender with the router
let _ = self
.router_inbox
.try_send(RouterMessage::AddAddr(addr, Box::new(sender)));
Inbox {
addr,
inner: receiver,
}
}
}
pub trait SenderT: Send {
fn try_send(&self, envelope: Envelope);
}
impl<M: Message> SenderT for Sender<M> {
fn try_send(&self, envelope: Envelope) {
if let Ok(msg) = envelope.downcast::<M>() {
let _ = Sender::try_send(self, *msg);
}
}
}
/// Internal messages for the Router's own inbox
pub enum RouterMessage {
/// register addrs <addr> with sender <sender>
AddAddr(ActorAddress, Box<dyn SenderT>),
/// remove an actor from the address book
RemoveAddr(ActorAddress),
/// send <msg> to <addr>
SendToAddr { addr: ActorAddress, msg: Envelope },
}
struct Router {
directory: HashMap<ActorAddress, Box<dyn SenderT>>,
inbox: Receiver<RouterMessage>,
}
impl Router {
pub fn new(cap: usize) -> Self {
Self {
directory: HashMap::new(),
inbox: Receiver::new(cap),
}
}
pub fn tick(&mut self) {
let total_messages = self.inbox.len();
let messages_to_process = if total_messages < WATERLEVEL {
total_messages
} else {
total_messages >> 1
};
for _ in 0..messages_to_process {
match self.inbox.try_recv() {
Some(msg) => self.handle(msg),
None => unreachable!("We ran checks on total messages before processing."),
}
}
}
pub fn new_sender(&self) -> Sender<RouterMessage> {
self.inbox.new_sender()
}
fn handle(&mut self, msg: RouterMessage) {
match msg {
RouterMessage::AddAddr(addr, sender) => {
self.directory.insert(addr, sender);
}
RouterMessage::RemoveAddr(addr) => {
self.directory.remove(&addr);
}
RouterMessage::SendToAddr { addr, msg } => {
if let Some(sender) = self.directory.get(&addr) {
sender.try_send(msg);
}
}
}
}
}

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@ -1,7 +1,8 @@
pub use crossbeam_queue::ArrayQueue; //! Shallow wrapper around the `crossbeam_queue::ArrayQueue` implementation of a mpmc ring buffer.
use std::sync::Arc; use std::sync::Arc;
pub use crossbeam_queue::ArrayQueue;
/// The receiving end of a `crossbeam_queue::ArrayQueue`, a lock-free mpsc queue. /// The receiving end of a `crossbeam_queue::ArrayQueue`, a lock-free mpmc queue.
/// The queue is constructed by the `Receiver::new()` method. /// The queue is constructed by the `Receiver::new()` method.
/// Responsible for creating the `Sender` ends of itself. /// Responsible for creating the `Sender` ends of itself.
/// ///

72
src/router.rs Normal file
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@ -0,0 +1,72 @@
use std::{collections::HashMap, sync::Arc};
use crate::{
actor::{ActorAddress, ActorInterface, Message},
ring_buffer::Sender, runtime::Runtime,
};
/// FIXME: Go over with a fine-toothed comb and reassure yourself this typing
/// makes sense, that we are not doing loads of indirection on a hot path.
///
/// A type erased `Message` to be routed between actor processes.
pub(crate) type Envelope = Arc<dyn std::any::Any + Send + Sync>;
pub(crate) trait SenderT: Send + Sync {
fn try_send(&self, envelope: Envelope);
}
impl<M: Message> SenderT for Sender<M> {
fn try_send(&self, envelope: Envelope) {
if let Some(msg) = envelope.downcast_ref::<M>() {
let _ = Sender::try_send(self, msg.clone());
}
}
}
/// Internal messages for the Router's own inbox
#[derive(Clone)]
pub(crate) enum RouterMessage {
/// register addrs <addr> with sender <sender>
AddAddr(ActorAddress, Arc<dyn SenderT>),
/// FIXME: this will be active when we allow actors to shut themselves
/// down. For now, disable the warning.
#[allow(dead_code)]
/// remove an actor from the address book
RemoveAddr(ActorAddress),
/// send <msg> to <addr>
SendToAddr { addr: ActorAddress, msg: Envelope },
}
/// The `Router` is responsible for taking in and delivering all messages in the runtime.
pub(crate) struct Router {
directory: HashMap<ActorAddress, Arc<dyn SenderT>>,
}
impl Router {
pub fn new() -> Self {
Self {
directory: HashMap::new(),
}
}
}
impl ActorInterface for Router {
type Incoming = RouterMessage;
type Response = ();
fn handle(&mut self, _ctx: &Runtime, msg: Self::Incoming) {
match msg {
RouterMessage::AddAddr(addr, sender) => {
self.directory.insert(addr, sender);
},
RouterMessage::RemoveAddr(addr) => { self.directory.remove(&addr); },
RouterMessage::SendToAddr { addr, msg } => {
if let Some(sender) = self.directory.get(&addr) {
sender.try_send(msg);
}
},
}
}
}

252
src/runtime.rs Normal file
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@ -0,0 +1,252 @@
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::thread::{self, JoinHandle};
use crossbeam_queue::ArrayQueue;
use crate::{
Error,
actor::{Actor, ActorAddress, ActorInterface, AnyActor, Message},
ring_buffer::{Receiver, Sender},
router::{Router, RouterMessage},
};
/// Generic message inbox for receiving messages outside of the runtime.
pub struct Inbox<M: Message> {
addr: ActorAddress,
inner: Receiver<M>,
}
impl<M: Message> Inbox<M> {
pub fn addr(&self) -> &ActorAddress {
&self.addr
}
pub fn try_recv(&self) -> Option<M> {
self.inner.try_recv()
}
}
/// The tunable settings for the runtime.
pub struct RuntimeConfig {
pub max_actors: usize,
pub router_max_messages: usize,
pub actor_max_messages: usize,
pub num_threads: usize,
}
/// 8kB for the `Box<..>` before counting the rest of the memory
const DEFAULT_MAX_ACTORS: usize = 1_000;
/// 160kB for the `Arc<..>` before counting the rest of the memory
const DEFAULT_ROUTER_MAX_MESSAGES: usize = 10_000;
/// 16kB PER ACTOR to alloc space for storing the `Arc<..>` pointers
/// With default setting of [DEFAULT_MAX_ACTORS] this is:
/// 1_000 * 16kB = 16MB
const DEFAULT_ACTOR_MAX_MESSAGES: usize = 1_000;
impl Default for RuntimeConfig {
fn default() -> Self {
Self {
max_actors: DEFAULT_MAX_ACTORS,
router_max_messages: DEFAULT_ROUTER_MAX_MESSAGES,
actor_max_messages: DEFAULT_ACTOR_MAX_MESSAGES,
num_threads: 1,
}
}
}
/// The `Runtime` struct is the primary gateway for interacting with the framework.
pub struct Runtime {
config: RuntimeConfig,
actor_queue: ArrayQueue<Box<dyn AnyActor>>,
router_interface: Sender<RouterMessage>,
router: Option<Actor<Router>>, // `None` if single-threaded
// for multithreaded contexts
is_running: AtomicBool,
}
/// Handle for dealing with a runtime that has started via the `Runtime::run()` method.
pub struct RuntimeHandle {
pub runtime: Arc<Runtime>,
threads: Vec<JoinHandle<()>>,
}
impl RuntimeHandle {
pub fn join(self) {
for handle in self.threads {
let _ = handle.join();
}
}
/// Simple helper, calls the inner `Runtime::shutdown()` method
pub fn shutdown(&self) {
self.runtime.shutdown();
}
}
impl Runtime {
/// Builds a new `Runtime` struct, but does not yet run anything. If multithreaded, call
/// `run()`, if single threaded, needs to be driven by calls to the `tick()` method.
pub fn new(config: RuntimeConfig) -> Self {
let actor_queue = ArrayQueue::new(config.max_actors);
// router is a unique actor in that the runtime needs access to it's `Sender` handle
let router_inner = Router::new();
let router_inbox: Receiver<RouterMessage> =
Receiver::<<Router as ActorInterface>::Incoming>::new(config.router_max_messages);
let router_sender = router_inbox.new_sender();
let router = Actor::new(router_inbox, router_inner);
// Single-threaded: router goes in queue. Multi-threaded: stays in Option
let router_option = if config.num_threads < 2 {
actor_queue
.push(Box::new(router) as Box<dyn AnyActor>)
.map_err(|_| "failed to add router to actor queue")
.expect("failed to spawn router at runtime initialization.");
None
} else {
Some(router)
};
Self {
config,
actor_queue,
router_interface: router_sender,
is_running: AtomicBool::new(false),
router: router_option,
}
}
/// Spawn an actor, returns its address
pub fn spawn<A: ActorInterface>(&self, actor: A) -> Result<ActorAddress, Error> {
// assign a stochastic
let addr = ActorAddress::new_random();
let inbox = Receiver::<A::Incoming>::new(self.config.actor_max_messages);
let sender = inbox.new_sender();
// Register the sender with the router
self.router_interface
.try_send(RouterMessage::AddAddr(addr, Arc::new(sender)))
.map_err(|_| {
Error::from("Runtime error: failed to add actor to router. Router inbox full")
})?;
self.actor_queue
.push(Box::new(Actor::new(inbox, actor)))
.map_err(|_| Error::from("Runtime error: Failed to spawn actor. Queue full."))?;
Ok(addr)
}
/// Send a message to an actor address
pub fn send_to<M: Message>(&self, addr: ActorAddress, msg: M) -> Result<(), Error> {
self.router_interface
.try_send(RouterMessage::SendToAddr {
addr,
msg: Arc::new(msg),
})
.map_err(|_| Error::from("Failed to send message to router."))
}
/// Create an external inbox for receiving messages in the outer process containing the runtime
pub fn new_inbox<M: Message>(&self) -> Result<Inbox<M>, Error> {
let addr = ActorAddress::new_random();
let receiver = Receiver::<M>::new(self.config.actor_max_messages);
let sender = receiver.new_sender();
// Register the sender with the router
self.router_interface
.try_send(RouterMessage::AddAddr(addr, Arc::new(sender)))
.map_err(|_| {
Error::from(
"Runtime error: failed to add a new inbox channel. Router inbox is full.",
)
})?;
Ok(Inbox {
addr,
inner: receiver,
})
}
/// Spawn worker threads and start processing, returning a set of handles and
/// a Runtime object to interface with.
///
/// ### WARN:
/// ##### This function panics if the configuration is set as single threaded
/// `config.num_threads == 1`
pub fn run(mut self) -> Result<RuntimeHandle, Error> {
if self.config.num_threads < 2 {
return Err(Error::from(
"Runtime error: cannot call `Runtime::run()` from a single-threaded context.",
));
}
self.is_running.store(true, Ordering::Release);
// Take router out before wrapping in Arc - it will be owned by router thread
let mut router = self
.router
.take()
.expect("Router must be present for multi-threaded runtime");
let rt = Arc::new(self);
let mut handles: Vec<JoinHandle<()>> = vec![];
// Router thread owns the router directly - no synchronization needed
let router_handle = {
let ctx = rt.clone();
thread::spawn(move || {
while ctx.is_running.load(Ordering::Acquire) {
router.tick(&ctx);
thread::yield_now();
}
})
};
handles.push(router_handle);
// Spawn worker threads
let num_workers = rt.config.num_threads - 1;
for _ in 0..num_workers {
let ctx = rt.clone();
let handle = thread::spawn(move || {
while ctx.is_running.load(Ordering::Acquire) {
if let Some(mut actor) = ctx.actor_queue.pop() {
actor.tick(&ctx);
if let Err(_) = ctx.actor_queue.push(actor) {
panic!(
"Runtime panic: attempted to return an actor to the queue, but queue was full."
)
}
} else {
thread::yield_now();
}
}
});
handles.push(handle);
}
Ok(RuntimeHandle {
runtime: rt,
threads: handles,
})
}
/// Pop the actor off the top of the queue and process it's messages, returning it to the back of
/// the queue upon completion.
pub fn tick(&self) {
if let Some(mut actor) = self.actor_queue.pop() {
actor.tick(&self);
let _ = self.actor_queue.push(actor);
}
}
/// Signal all workers to stop
pub fn shutdown(&self) {
self.is_running.store(false, Ordering::Release);
}
}

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use swactor::{actor::{ActorAddress, ActorInterface}, runtime::{Inbox, Runtime, RuntimeConfig}};
#[derive(Clone)]
struct PingMessage {
reply_to: ActorAddress,
}
#[derive(Clone)]
struct PongMessage;
struct PongActor;
impl ActorInterface for PongActor {
type Incoming = PingMessage;
type Response = PongMessage;
fn handle(&mut self, ctx: &Runtime, msg: PingMessage) {
let _ = ctx.send_to(msg.reply_to, PongMessage);
}
}
/// An actor that forwards messages to another address
struct ForwarderActor {
target: ActorAddress,
}
#[derive(Clone)]
struct ForwardMessage(usize);
impl ActorInterface for ForwarderActor {
type Incoming = ForwardMessage;
type Response = ();
fn handle(&mut self, ctx: &Runtime, msg: ForwardMessage) {
let _ = ctx.send_to(self.target, msg);
}
}
#[test]
fn test_single_threaded_ping_pong() {
let rt = Runtime::new(RuntimeConfig::default());
let inbox: Inbox<PongMessage> = rt.new_inbox().unwrap();
let pong_addr = rt.spawn(PongActor).expect("spawn pong");
// Send ping
rt.send_to(
pong_addr,
PingMessage {
reply_to: *inbox.addr(),
},
)
.unwrap();
// Tick until we get a response
for _ in 0..10 {
rt.tick();
if inbox.try_recv().is_some() {
return; // Success!
}
}
panic!("Did not receive pong response");
}
#[test]
fn test_single_threaded_message_chain() {
let rt = Runtime::new(RuntimeConfig::default());
let inbox: Inbox<ForwardMessage> = rt.new_inbox().unwrap();
// Create a chain: A -> B -> C -> inbox
let c_addr = rt
.spawn(ForwarderActor {
target: *inbox.addr(),
})
.unwrap();
let b_addr = rt.spawn(ForwarderActor { target: c_addr }).unwrap();
let a_addr = rt.spawn(ForwarderActor { target: b_addr }).unwrap();
// Send message to start of chain
rt.send_to(a_addr, ForwardMessage(42)).unwrap();
// Tick until message arrives
for _ in 0..20 {
rt.tick();
if let Some(ForwardMessage(val)) = inbox.try_recv() {
assert_eq!(val, 42);
return;
}
}
panic!("Message did not traverse the chain");
}
#[test]
fn test_multithreaded_message_passing() {
let config = RuntimeConfig {
num_threads: 4,
..Default::default()
};
let rt = Runtime::new(config);
let inbox: Inbox<ForwardMessage> = rt.new_inbox().unwrap();
// Create a longer chain to exercise multi-threading
let mut target = *inbox.addr();
for _ in 0..20 {
target = rt.spawn(ForwarderActor { target }).unwrap();
}
let start_addr = target;
// Send message
rt.send_to(start_addr, ForwardMessage(999)).unwrap();
// Spawn thread to check for result and shutdown
let ctx = rt.run().unwrap();
let inbox_check = std::thread::spawn(move || {
for _ in 0..100 {
std::thread::sleep(std::time::Duration::from_millis(10));
if let Some(ForwardMessage(val)) = inbox.try_recv() {
ctx.shutdown();
return Some(val);
}
}
ctx.shutdown();
None
});
let result = inbox_check.join().unwrap();
assert_eq!(result, Some(999));
}