supervisor: rewrite docs for users; relocate internals to items

This commit is contained in:
smarm-agent
2026-06-20 19:51:32 +00:00
parent 3e321eaaf3
commit e54c67c431
+109 -33
View File
@@ -1,16 +1,114 @@
//! Supervision signals.
//! Supervision: keep a set of actors alive.
//!
//! Every actor has a supervisor, which is itself just an actor with a
//! `Receiver<Signal>`. When a child actor terminates, the scheduler sends
//! a `Signal` on the supervisor's channel. The supervisor decides what to
//! do — restart, escalate, ignore.
//! A *supervisor* is an actor whose only job is to start a fixed set of child
//! actors and react when one of them terminates — restarting it (and, depending
//! on the strategy, some of its siblings) according to a policy, or giving up
//! when failures arrive too fast. It is how you turn "an actor that might crash"
//! into "a service that stays up": a crash becomes a restart instead of a hole
//! in the process tree.
//!
//! For v0.1 there is no built-in restart-intensity cap. That's policy and
//! lives in user code; library is mechanism only.
//! The supervisor type is [`OneForOne`]. The name is historical — the restart
//! *strategy* is selectable via [`OneForOne::strategy`], and
//! [`Strategy::OneForOne`] is merely the default. You declare the children up
//! front as [`ChildSpec`]s, each carrying a [`Restart`] policy, then hand the
//! supervision loop an actor of its own with [`OneForOne::run`].
//!
//! ## A child that crashes and recovers
//!
//! ```
//! use smarm::{run, spawn, ChildSpec, OneForOne, Restart};
//! use std::sync::Arc;
//! use std::sync::atomic::{AtomicUsize, Ordering};
//! use std::time::Duration;
//!
//! run(|| {
//! // A flaky child: it panics on its first two starts, then settles.
//! let starts = Arc::new(AtomicUsize::new(0));
//! let s = starts.clone();
//! let child = move || {
//! let n = s.fetch_add(1, Ordering::SeqCst) + 1;
//! if n < 3 {
//! panic!("boom {n}");
//! }
//! // The third start returns normally.
//! };
//!
//! // The supervisor runs on its own actor. `Transient` restarts a child
//! // that panics but treats a clean return as "done", so once the child
//! // finally succeeds the supervisor has nothing left to do and `run()`
//! // returns. smarm catches the child's panic and turns it into a restart;
//! // it never reaches the process as a real crash.
//! let sup = spawn(move || {
//! OneForOne::new()
//! .intensity(5, Duration::from_secs(60))
//! .child(ChildSpec::new(Restart::Transient, child))
//! .run();
//! });
//! sup.join().unwrap();
//!
//! assert_eq!(starts.load(Ordering::SeqCst), 3); // one start, two restarts
//! });
//! ```
//!
//! ## Restart policies
//!
//! Each child carries a [`Restart`] policy that decides whether *that child*
//! comes back when it terminates:
//!
//! - [`Restart::Permanent`] restarts on any termination, normal or panic —
//! for a service that should never be down.
//! - [`Restart::Transient`] restarts only on an abnormal exit (a panic or a
//! cooperative stop); a clean return means "done" — for work that runs to
//! completion but should be retried if it crashes.
//! - [`Restart::Temporary`] never restarts; the death is simply noted.
//!
//! ## Strategies: which siblings get cycled
//!
//! When a restart is due, the [`Strategy`] decides which *other* children are
//! cycled along with the one that died. The triggering child's own policy still
//! decides whether anything restarts at all.
//!
//! - [`Strategy::OneForOne`] restarts only the child that died — the default.
//! - [`Strategy::OneForAll`] restarts every child: the survivors are stopped,
//! then the whole set is restarted.
//! - [`Strategy::RestForOne`] restarts the dead child and every child started
//! after it, leaving earlier children untouched.
//!
//! ## Stopping a sibling is cooperative
//!
//! Cycling a sibling means stopping it first, and a supervisor never tears a
//! running actor down from outside: smarm actors share a heap and rely on
//! Drop/RAII, so unwinding a peer's stack from elsewhere would be unsound.
//! Instead the supervisor *requests* the stop and the child unwinds at its next
//! observation point — a `check!()`, an allocation, or a blocking call. A child
//! wedged in a tight loop with no observation point cannot be stopped, for the
//! same reason it cannot be preempted.
//!
//! ## Giving up: the restart-intensity cap
//!
//! A child that crashes the instant it starts would otherwise restart forever.
//! [`OneForOne::intensity`] bounds that: at most `max` restarts within any
//! `period`-long sliding window. One terminating child counts as a single
//! restart event even when the strategy cycles several siblings. When the cap
//! trips, the supervisor stops restarting, cooperatively stops any survivors in
//! reverse start order, and `run()` returns.
//!
//! ## Running context
//!
//! [`OneForOne::run`] takes over the calling actor as the supervision loop, so
//! a supervisor gets an actor of its own — typically
//! `spawn(|| OneForOne::new()/* … */.run())`, all from inside
//! [`run`](crate::run). Each child is spawned beneath the supervisor's pid, so
//! every child termination funnels back to it as a [`Signal`].
use crate::pid::Pid;
use std::any::Any;
/// A child-termination notice delivered to its supervisor.
///
/// Every child a supervisor starts is spawned beneath the supervisor's pid, so
/// each child's termination funnels back to it as one of these. The variant
/// records *how* the child went — which is what its [`Restart`] policy keys off.
pub enum Signal {
/// The child exited normally.
Exit(Pid),
@@ -42,27 +140,6 @@ impl Signal {
}
}
// ---------------------------------------------------------------------------
// One-for-one supervisor
//
// A supervisor is itself an actor. It spawns each child under its own pid so
// that every child death funnels into one mailbox (the `supervisor_channel`),
// then loops: receive a Signal, decide per the child's `Restart` policy
// whether to restart, and enforce a restart-intensity cap so a child that
// crashes in a tight loop eventually gives up instead of spinning forever.
//
// What this does NOT do: *forcibly* terminate a running child. smarm actors
// share a heap and rely on Drop/RAII, so tearing down a peer's stack from
// outside is unsound. Stopping a sibling — whether for `one_for_all` /
// `rest_for_one`, for a propagated link death, or for the ordered shutdown
// below — is therefore *cooperative*: `request_stop` flags the child and it
// unwinds at its next observation point. A child with no observation points
// (a tight loop with no `check!()`, allocation, or blocking op) cannot be
// stopped, exactly as it cannot be preempted. When the intensity cap trips,
// this supervisor stops restarting and tears the remaining children down in
// reverse start order before returning.
// ---------------------------------------------------------------------------
use crate::channel::channel;
use std::collections::{HashMap, VecDeque};
use std::sync::Arc;
@@ -115,11 +192,10 @@ pub enum Strategy {
/// A supervisor over a fixed set of children.
///
/// Despite the name (kept for backwards compatibility), the restart strategy
/// is selectable via [`OneForOne::strategy`]; the default is
/// [`Strategy::OneForOne`]. Build with `new()`, add children with `child()`,
/// tune the cap with `intensity()`, then drive it with `run()` from inside an
/// actor (typically `spawn(|| OneForOne::new()....run())`).
/// Build it with [`new`](Self::new), add children with [`child`](Self::child),
/// pick a [`strategy`](Self::strategy) and an [`intensity`](Self::intensity)
/// cap, then drive the loop with [`run`](Self::run) on an actor of its own. See
/// the [module docs](self) for the full picture.
pub struct OneForOne {
children: Vec<ChildSpec>,
strategy: Strategy,