Complete rewrite with improved architecture & correctness: - src/runtime.rs: Simplified task scheduling with proper state transitions - src/scheduler.rs: Decoupled from runtime, pure task queue logic - src/io.rs, src/mutex.rs: Refactored for clarity & performance - New actor model framework (src/actor.rs, src/context.rs) - Channel primitives (src/channel.rs) & process IDs (src/pid.rs) - Preemption framework (src/preempt.rs) for fair timeslicing - Expanded benchmarks & tests (multi_scheduler, primes, runtime)
148 lines
5.2 KiB
Rust
148 lines
5.2 KiB
Rust
//! Sleep + wait-with-timeout timers.
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//!
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//! A min-heap of `(deadline, seq, reason)` entries lives on `SchedulerState`.
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//! When an actor sleeps or starts a bounded wait (e.g. `mutex.lock()` with a
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//! timeout), the runtime inserts an entry, marks the actor parked, and yields.
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//! On every scheduler loop iteration the runtime pops all entries whose
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//! deadline has passed and dispatches each according to its `Reason`:
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//!
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//! - `Sleep`: unpark the actor.
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//! - `WaitTimeout`: call `on_timeout` on the registered target. The target
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//! (e.g. a `Mutex`) decides whether the actor was actually still waiting
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//! (timer fires first → unpark with error) or had already been granted
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//! what it was waiting for (lock granted first → no-op).
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//!
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//! `BinaryHeap` is a max-heap; entries are wrapped in `Reverse` to get
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//! min-heap behaviour.
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//!
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//! No cancellation. When a non-timer wakeup happens (e.g. lock granted
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//! before timeout), the timer entry is left in the heap. It will be popped
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//! eventually and the dispatch will observe "actor is no longer parked /
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//! wait_seq is stale" and no-op. Cost is ~32 bytes per stale entry plus a
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//! few cycles on pop; acceptable given the upper bound is "one entry per
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//! parked actor".
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//!
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//! Stale pids (slot reused since the timer was inserted) are filtered on
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//! pop by the scheduler — same convention as the run queue.
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use crate::pid::Pid;
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use std::cmp::Reverse;
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use std::collections::BinaryHeap;
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use std::sync::Arc;
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use std::time::{Duration, Instant};
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/// What to do when a timer entry's deadline arrives.
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///
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/// Held inside `Entry`, dispatched by the scheduler in `pop_due`.
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pub enum Reason {
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/// `loom::sleep(d)`. Unpark `pid` unconditionally (modulo the usual
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/// "still parked?" check the scheduler applies).
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Sleep,
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/// A bounded wait — currently only `Mutex::lock_timeout`. On expiry the
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/// scheduler calls `target.on_timeout(pid, wait_seq)`. The target then
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/// decides whether `pid` was actually still waiting, and if so unparks
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/// it with whatever error the wait was bounded for. `wait_seq` lets the
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/// target tell apart "this wait" from "a later wait by the same actor
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/// on the same target".
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WaitTimeout {
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target: Arc<dyn TimerTarget>,
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wait_seq: u64,
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},
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}
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/// Callback the scheduler invokes when a `WaitTimeout` entry pops.
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///
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/// Implementors: do not touch `SchedulerState` other than via the public
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/// `unpark` / channel APIs. The scheduler is mid-iteration when this fires.
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pub trait TimerTarget: Send + Sync {
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fn on_timeout(&self, pid: Pid, wait_seq: u64);
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}
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pub struct Entry {
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pub deadline: Instant,
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/// Insertion order, used purely as a tiebreaker so `Entry: Ord` works
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/// without having to compare the `Reason` payload (which contains an
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/// `Rc<dyn TimerTarget>` and isn't `Ord`).
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seq: u64,
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pub pid: Pid,
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pub reason: Reason,
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}
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impl PartialEq for Entry {
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fn eq(&self, other: &Self) -> bool {
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self.deadline == other.deadline && self.seq == other.seq
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}
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}
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impl Eq for Entry {}
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impl Ord for Entry {
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fn cmp(&self, other: &Self) -> std::cmp::Ordering {
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// Earlier deadline first; ties broken by insertion order so the
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// ordering is total. `Reason` and `Pid` deliberately don't
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// participate.
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self.deadline.cmp(&other.deadline).then_with(|| self.seq.cmp(&other.seq))
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}
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}
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impl PartialOrd for Entry {
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fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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Some(self.cmp(other))
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}
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}
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#[derive(Default)]
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pub struct Timers {
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/// Reverse-wrapped so the smallest deadline is at the top.
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heap: BinaryHeap<Reverse<Entry>>,
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/// Monotonic counter for the tiebreaker `seq` field.
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next_seq: u64,
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}
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impl Timers {
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pub fn new() -> Self {
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Self { heap: BinaryHeap::new(), next_seq: 0 }
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}
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/// Insert a `Sleep` timer. Convenience for the common case.
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pub fn insert_sleep(&mut self, deadline: Instant, pid: Pid) {
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self.insert(deadline, pid, Reason::Sleep);
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}
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/// Insert an arbitrary timer entry.
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pub fn insert(&mut self, deadline: Instant, pid: Pid, reason: Reason) {
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let seq = self.next_seq;
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self.next_seq = self.next_seq.wrapping_add(1);
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self.heap.push(Reverse(Entry { deadline, seq, pid, reason }));
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}
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pub fn is_empty(&self) -> bool {
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self.heap.is_empty()
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}
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/// Soonest pending deadline, or `None` if the heap is empty.
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pub fn peek_deadline(&self) -> Option<Instant> {
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self.heap.peek().map(|r| r.0.deadline)
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}
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/// Pop every entry whose deadline is ≤ `now`, in deadline order.
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/// The scheduler dispatches each entry by inspecting `entry.reason`.
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pub fn pop_due(&mut self, now: Instant) -> Vec<Entry> {
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let mut out = Vec::new();
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while let Some(r) = self.heap.peek() {
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if r.0.deadline <= now {
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out.push(self.heap.pop().unwrap().0);
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} else {
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break;
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}
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}
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out
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}
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}
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/// Wall-clock duration helper exposed for `sleep` and `lock_timeout`.
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pub fn deadline_from_now(duration: Duration) -> Instant {
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Instant::now()
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.checked_add(duration)
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.unwrap_or_else(Instant::now)
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}
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