eengbrec / Scala Enhancements
In-progress enhancements to the Scala standard library, mostly centered around actors.
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| commit 115: | 24c0eb1f167b |
| parent 97: | 26ae498dfea0 |
| branch: | actor_state_machine |
added interop test that fails to shutdown due to link problem but otherwise works
9 months ago
| r115:24c0eb1f167b | 1715 loc | 62.7 KB | embed / history / annotate / raw / |
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** ________ ___ / / ___ Scala API **
** / __/ __// _ | / / / _ | (c) 2005-2009, LAMP/EPFL **
** __\ \/ /__/ __ |/ /__/ __ | http://scala-lang.org/ **
** /____/\___/_/ |_/____/_/ | | **
** |/ **
\* */
package scalax.actors
import scala.actors.{ BaseActor, IScheduler, Channel, MessageQueue, Message,
OutputChannel, Signal, BasicMessageQueue,
ReturnControl, ActorExited, ActorSuspended, Future,
AbstractActor, Actor, Reaction, TIMEOUT, Scheduler, Exit }
import java.util.TimerTask
@serializable
trait StateActor extends BaseActor {
/**
* Base trait for exceptions thrown by actors, provides traceability back to
* the actor that threw the exception and the thread on which it was running.
* Note that the instance variables capturing the actor's state when the
* exception was constructed are initialized without requesting a lock on
* the actor. If they are initialized when a lock is not held, then it is
* possible that they have been initialized to different values than what
* they were when the error occured, or even into an inconsistent set. Always
* check the value of <code>heldLock</code> to see if the lock was held so
* that the snapshot of the state can be considered to be consistent.
*/
trait ActorException extends Exception {
/**
* The actor that threw the exception
*/
final def actor = StateActor.this
/**
* The thread on which the actor was running when the exceptionwas thrown
*/
final val thread = Thread.currentThread
/**
* The state of the actor when the exception was thrown.
*/
final val state = _state
/**
* The contents of the mailbox when the exception was initialized.
*/
final val mailbox = StateActor.this.mailbox.foldLeft[List[Any]](Nil)((z, e) => e :: z).reverse
/**
* true if the lock was held when this exception was initialized, false otherwise
*/
final val heldLock = lockIsHeld
/**
* The session stack at the time this exception was constructed.
*/
final val sessions = StateActor.this.sessions
/**
* The value of <code>trapExit</code> at the time this exception was constructed.
*/
final val trapExit = StateActor.this.trapExit
}
//class StartReactLoop(val cond: () => Boolean, val pf: PartialFunction[Any, Unit]) extends Signal
class UnexpectedActorState(msg: String, cause: Throwable)
extends IllegalStateException(msg, cause) with ActorException {
def this(msg: String) = this(msg, null)
}
class InvalidStateForOperation(msg: String, val badState: ActorState)
extends IllegalStateException(msg + "\n\t" + badState, null) with ActorException
class InvalidStateTransition(msg: String) extends IllegalStateException(msg, null) with ActorException
/**
* Lock used for synchronization and signalling of this actor
* Using a lock object instead of normal synchronization allows for
* simpler locking/unlocking abstractions while providing fine-grained
* control. ReentrantLocks also provide better performance under contention.
* @todo refactor lock, withLock, and withoutLock into an object
*/
private val lock = new java.util.concurrent.locks.ReentrantLock()
final protected def lockIsHeld = lock.isHeldByCurrentThread
/**
* condition used to signal that a message matching a current wait is available
* on the queue
*/
final private val msgAvailCond = lock.newCondition()
/**
* Perform <code>body</code> while holding the lock.
* <p>If the lock is not already held by the current thread, it will be acquired
* before executing <code>body</code>, and then released when <code>body</code>
* completes. It should be used in the following pattern:</p>
* <code>
* def foo(): Unit = withLock {
* // ...perform some actions requiring a lock
* withoutLock {
* // ...perform some actions where lock should not be held
* }
* // ...perform some more actions that require the lock
* }
* </code>
* <p>This allows much more flexible locking/unlocking patterns while preserving
* the safety of lexically synchronization.</p>
*/
final protected def withLock[R](body: => R): R = {
val alreadyHolds = lockIsHeld
if (!alreadyHolds) lock.lock() // only acquire if not already held
val r = try {
body
} finally {
if (!alreadyHolds) lock.unlock() // only release if acquired in this invokation
}
r
}
final protected def withoutLock[R](body: => R): R = {
val alreadyHolds = lock.isHeldByCurrentThread
if (alreadyHolds) lock.unlock() // only unlock if the lock is currently held
val r = try {
body
} finally {
if (alreadyHolds) lock.lock() // only relock if lock was held at invokation
}
r
}
@volatile var debugEnabled = false
var msgCnt = 1
protected def debug(msg: String) {
if (debugEnabled) withLock {
Console.synchronized {
print(msgCnt)
print(" ")
print(this)
print("\t")
print(Thread.currentThread)
print("\t")
println(msg)
Console.flush()
msgCnt += 1
}
}
}
//TODO: a lot of the code that handles waiting for a message could be refactored
// inthe the MessageQueue class.
//TODO: remove [actors]
/*protected[actors]*/ val mailbox = new BasicMessageQueue[Message[Any]] //TODO: restrict access to mailbox
protected def availableMessage(p: Any => Boolean): Option[Message[Any]] = withLock {
mailbox.extractFirst((m) => p(m.content))
}
/**
* Process the first available message matching <code>p</code> and return the <code>Some(result)</code>.
* If there is no available message matcing <code>p</code>, return <code>None</code>
* If the lock is currently held, then <code>op</code> will be executed with
* the lock still held. If it is not held, then the lock will be released prior
* to executing <code>op</code>.
* The actor must be running when it invokes this method.
* @param p the predicate to use in matching a message
* @param op the operation to perform on the message if it is available
*/
protected def withAvailableMessage[R](p: Any => Boolean)(op: Any => R): Option[R] = {
withAvailableMessage(p, op, !lockIsHeld)
}
protected def withAvailableMessage[R](p: Any => Boolean, op: Any => R, releaseLock: Boolean): Option[R] = withLock {
// assume(state.isRunning, "actor must be running in order to process a message")
availableMessage(p) match {
case None => None
case Some(msg) => Some(processMessage(msg, op, releaseLock))
}
}
protected def processMessage[R](msg: Message[Any], op: Any => R): R = {
processMessage(msg, op, !lockIsHeld)
}
protected def processMessage[R](msg: Message[Any], op: Any => R, releaseLock: Boolean): R = {
withLock {
// assume(state.isRunning, "actor must be running in order to process a message")
sessions = msg.sender :: sessions
try {
if (releaseLock) withoutLock(op(msg.content)) else op(msg.content)
} finally {
sessions = sessions.tail
}
}
}
private var sessions: List[OutputChannel[Any]] = Nil
/**
* the current state of the actor, should never be directly accessed
* access using <code>state</code> and <code>state_=</code> intead.
*/
private var _state: ActorState = initialState
/**
* Defaults to <code>NotStarted</code>. Derived classes can override this
* method in order to specify a different initial state. This method
* will only be invoked once per actor upon construction. It should not access
* any instance variables within the actor unless they were explicitly
* initialized in an early initialization block.
*/
protected def initialState: ActorState = NotStarted
/**
* the current state of the actor, lock must be held before accessing because
* if the lock is not held, then the state is quite likely to spontaneously
* change.
*/
def state: ActorState = {
assume(lockIsHeld, "lock must be held in order to access state")
_state
}
/**
* Change the state of the actor to <code>s</code>. The lock must be held.
* The state change is performed in the following order:
* <ol>
* <li>Perform exit actions and checks on the current state, including
* that the transition is valid.</li>
* <li>Update the state of the actor<li>
* <li>Perform any entry actions and checks for the new state, including
* validating that it was entered from an appropriate state</li>
* </ol>
* @param s the new state for the actor, must be a valid state transition
*/
protected def state_=(s: ActorState): Unit = {
val oldState = _state
try {
assert(lockIsHeld, "current thread must hold lock on this to modify state")
debug("state change from " + _state + " to " + s)
_state.exitTo(s)
_state = s
s.enter()
} catch {
case t: Throwable if !t.isInstanceOf[Signal] => {
t.printStackTrace()
val te = new TransitionError(t, oldState, s)
//TODO: this could be a problem...
//if (!s.isInstanceOf[Terminated]) terminate(te) else _state = te
_state = te
throw te
}
}
}
final protected def controlLoop(thread: Thread, ap: ActionPending): Unit = {
try {
// debug("performing action in controlLoop")
// assert(state eq ap)
ap.performAction()
} catch {
case ReturnControl =>
case ActorSuspended => // can't assert state.isSuspended here because state may have changed
// while the exception propogated up the stack
case ActorExited => //assert(state.hasFinished, "ActorExited signal received by not in finished state")
case te: TransitionError => //assert(state.isInstanceOf[TransitionError])
}
val next: ActionPending = state match {
case nap: ActionPending if ((nap ne ap) || ap.repeat) && nap.immediate => {
// if we have a new ActionPending state, or the old one wants to have
// its action repeated, continue control loop
// debug("restarting control loop")
//controlLoop(thread, nap) // bug #1672 makes this a bad idea
nap
}
case nap: ActionPending if (nap eq ap) && !ap.repeat => {
// no state change and action not supposed to be repeated, so terminate
// debug("New state " + state + ": " + (nap ne ap) + " Repeat: " + ap.repeat + " Immediate: " + nap.immediate)
// this is the case where we had no state change and the ActionPending should not repeat
state = new Finished()
null
}
case r: Running => {
// the actor finished running and has no action to perform
//debug("Repear")
// debug(state.toString)
state = new Finished()
null
}
case t: Terminated => null // noop, already terminated
case _ => null //debug("exiting control loop in state: " + state)
}
if (next ne null) controlLoop(thread, next)
}
/**
*
*/
trait ActorState {
/**
* true if the actor is waiting to receive a message
*/
def isWaiting: Boolean
/** true if the actor is not attached to a thread */
def isDetached: Boolean
/** true if the actor is attached to a thread */
def isAttached: Boolean
/** the actor has started and has not terminated, but may or may not be running */
def isActive: Boolean
/** the actor has started, has not terminated, and is currently executing on a thread */
def isRunning: Boolean
/**
* The actor is suspended.
* An actor is suspended when it is both active and detached. This usually
* means that it is either waiting for a message or waiting to be scheduled
* on a thread.
*/
final def isSuspended: Boolean = isDetached && isActive
def hasStarted: Boolean
def hasFinished: Boolean
def hasTerminated: Boolean
/**
* Check that this state is the current state.
* Requires the lock to be held.
* @param throwException if true, and exception will be thrown for invalid state
* @return true if the actor is currently in this state, false if not
* @throws UnexpectedActorState if this state is not the current state and throwException is true
*/
def stateIsValid(throwException: Boolean): Boolean = {
if (state ne this) { // access to state will check that lock is held
if (throwException) {
val msg = "Unexpected state " + state + ", expected: " + this
throw new UnexpectedActorState(msg)
}
false
} else true
}
def enter(): Unit
def exitTo(s: ActorState): Unit
def receiveMessage(msg: Any, replyTo: OutputChannel[Any]): Unit = {
// the lock should be acquired prior accessing the state of the actor
// assume(lockIsHeld, "lock on Actor.this must already be held")
// assume(stateIsValid(true))
//debug("receiving message and appending to mailbox: " + msg)
mailbox.append(Message(msg, replyTo))
}
// Sometimes it's handy for debugging to know where a state was created
// final val enterTrace: List[StackTraceElement] = if (!debugEnabled) Nil else {
// val trace = Thread.currentThread.getStackTrace()
// trace.take(10).toList
// }
}
object NotStarted extends ActorState {
def isWaiting = false
def isAttached = false
def isDetached = true
def isActive = false
def hasStarted = false
def hasFinished = false
def isRunning = false
def hasTerminated = false
def exitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[StartScheduled] || s.isInstanceOf[InternalError]
// || s.isInstanceOf[TransitionError])
}
def enter(): Unit = {
throw new IllegalStateException("NotStarted should never be entered")
}
def start(): Active = withLock {
// assume(stateIsValid(true))
//debug("starting actor")
val r = new StartScheduled
state = r
r
}
override def toString = "NotStarted"
}
/**
* A state that represents an active actor.
* @todo move sessions into the Active state
* Moving sessions into the Active state will be a challenge because in
* order to allow the user of <code>sender</code> in <code>isDefinedAct</code>
* sessions have to be manipulated independently of state changes so that
* the presence of a session can be faked while a message is being checked
* to see if it matches.
*/
trait Active extends ActorState {
final def isActive = true
final def hasStarted = true
final def hasFinished = false
final def hasTerminated = false
final def kill(): Unit = kill('normal)
def kill(reason: Any): Unit
}
/**
* An an Active actor that is detached from a thread while it waits for something
* to happen. Usually it is either waiting to receive a message or waiting
* for the scheduler to give it a thread on which to execute.
*/
trait Suspended extends Active {
final def isDetached = true
final def isAttached = false
}
trait ActionPending extends Active {
/** an action to perform for this state with the action loop */
def performAction(): Unit
/**
* true if the action should be repeated if the state doesn't change,
* false if after the action has completed and there has not been a state
* change the actor should enter the <code>Finished</code> state.
*/
def repeat: Boolean
def immediate: Boolean
}
/**
* The actor is detached and waiting for a action to be executed
* States that represent an actor that is waiting for a thread (e.g. <code>StartScheduled</code>
* and <code>ContinuationScheduled</code>) should extend this class.
* @todo this eliminates the need for the <code>Reaction</code> class
* @todo refactor actor shutdown-on-error handling
*/
abstract class ActionScheduled extends Reaction with Suspended with ActionPending {
val a = StateActor.this
final def immediate = false
def repeat = false
final def isRunning = false
final def isWaiting = false
final def enter(): Unit = {
derivedEnter()
scheduler.execute(this)
}
final def exitTo(s: ActorState): Unit = {
derivedExitTo(s)
//assert(hasRun || s.hasTerminated, "reaction cannot transition to non-terminal state until is has run")
}
protected def derivedEnter(): Unit
protected def derivedExitTo(s: ActorState): Unit
//TODO: submit a bug report for this because the access in run() results in
// an IllegalAccessError
/*private[this]*/ var hasRun = false
/**
* Run the scheduled reaction
*/
protected def performReaction(): Unit = {
withLock {
// assert(!hasRun, "reaction has already ran")
//TODO: include current thread in debug output
//debug("peforming reaction " + this + " on thread " + Thread.currentThread)
hasRun = true
state match {
case state: Killed => () // actor has been killed, do nothing
case _ => {
//val runningState = new Running(currentThread)
try {
// assert(stateIsValid(true)) // perform assertion within try block so if fails shutdown will occur
controlLoop(Thread.currentThread, this)
} catch {
case ie: InterruptedException => {
Thread.interrupted() // clear the interrupted status of this thread
state match {
// the exception was (most likely) thrown as part of the actor kill process,
// or if it wasn't the actor is supposed to be killed anyway, so
// finish the job
case k: Killing => {
state = new Killed(k.reason)
}
case _ => {
ie.printStackTrace()
state = new UnhandledThrowable(ie)
}
}
}
//TODO: is catching all throwables too much? Errors like assertions
case t: Throwable => {
println("unhandled throwable caught in reaction, current state: " + state)
t.printStackTrace()
state match {
case rs: Running => {
// there was an unhandled Exception within the actor, exit
//TODO: it should be possible to determine if the exception orginated
// in actor code or user code
t.printStackTrace() //TODO: find a better way to log the stack trace
state = new UnhandledThrowable(t)
}
case _ => {
val uas = new UnexpectedActorState("Unexpected state: " + state, t)
val ie = new InternalError(uas)
//TODO: this looks like a dangerous hack...figure out if it is ok
if (!state.hasTerminated) state = ie else _state = ie
}
}
}
}
}
}
} // withLock
//The SingleThreadedScheduler still holds the lock when the reaction finishes
//because the actor runs on the thread that started it rather than a different
//one.
//assert(!lockIsHeld, "when reaction is finished lock should no longer be held")
}
// /**
// * Implementing classes should provide an implementation for this method.
// * <code>performReaction</code> will be invoked with the lock held, so if
// * any part of this method should be executed without the lock, then it
// * should be in a <code>withoutLock { ... }</code> block.
// */
// protected def performReaction(): Unit
protected def inRunningState(): Boolean = {
state match {
case r: Running if (Thread.currentThread eq r.thread) => true //all good!
case r: Running => throw new IllegalStateException("attempt to run on the wrong thread")
case _ => throw new InvalidStateForOperation(
"Actor must be in a Running state to perform a reaction, instead in: " + state, state)
}
}
/*protected[Actor]*/ def kill(reason: Any): Unit = withLock {
// assume(stateIsValid(true))
state = new Killed(reason)
}
}
final class StartScheduled extends ActionScheduled {
protected def derivedEnter(): Unit = {
//no need to throw ActorSuspended signal here because this state transition
//will occur on a thread that does not belong to this actor
scheduler.actorGC.newActor(StateActor.this)
}
protected def derivedExitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[Running] || s.isInstanceOf[Killed] || s.isInstanceOf[InternalError],
// "StartScheduled can only exit to Running or Killed, attempted to: " + s)
}
def performAction() {
state = new BasicRunning(Thread.currentThread, () => withoutLock { act() })
}
override def toString = "StartScheduled"
}
/**
* @param continuation should contain any necessary state changes
*/
class ContinuationScheduled(val continuation: () => Unit) extends ActionScheduled {
protected def derivedEnter(): Unit = {
//No need to throw an ActorSuspended signal because this transition will occur
//when the actor is already suspended and will happen on a thread that is not
//owned by this actor
//debug("Continuation scheudled")
}
def performAction() {
continuation()
}
protected def derivedExitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[Running] || s.isInstanceOf[Killed] ||
// s.isInstanceOf[InternalError] || s.isInstanceOf[TransitionError],
// "ContinuationScheduled may only exit to Running or Killed, attempted: " + s)
}
override def toString = "ContinuationScheduled"
}
protected final val noop = () => ()
abstract class Running extends Active {
val thread: Thread
final def isWaiting = false
final def isAttached = true
final def isDetached = false
final def isRunning = true
final def enter() {
// assert(thread eq Thread.currentThread, "attempt enter into " + this + " from wrong thread")
derivedEnter()
}
protected def derivedEnter(): Unit
def resumeTo(continuation: () => Unit, t: Thread): Running
/**
* Check the mailbox for messages for which <code>pf</code> is defined. If
* no messages are available then release the current thread until one
* becomes available.
* @param pf a partial function used to recognize and process messages
*/
def detachAndWaitFor(pf: PartialFunction[Any, Unit]): Unit = {
detachAndWaitFor(pf, -1L)
}
/**
* Check the mailbox for messages for which <code>pf</code> is defined.
* If no messges are available then release the current thread until one
* an appropriate message is received or the timeout period expires.
* Note: The currently held thread is not released if there is currently
* a message matching <code>pf</code> in the mailbox.
* @param pf a PartialFunction that will be used to determine if a message
* matches and that will be invoked when a matching message is received
* @param millis the number of milliseconds to wait for a message, or 0 for infinity
*/
def detachAndWaitFor(pf: PartialFunction[Any, Unit], millis: Long): Unit = {
// assume(stateIsValid(true))
// assert(currentThread eq thread,
// "attempting a detached wait from a thread other than the thread on which the actor is running")
mailbox.extractFirst((msg) => pf.isDefinedAt(msg.content)) match {
case Some(msg) => {
//processMessage(qel, pf, true)
// can't use processMessage because it doesn't clear sessions
// sessions need to be cleared so that the don't build up infinitely on
// recursive reacts and loops
//TODO: may need to look at a way to clear out sessions on recursive reacts and loops
sessions = msg.sender :: sessions
try {
withoutLock { pf(msg.content) }
} finally {
sessions = sessions.tail
}
}
case None => state = new DetachedWait(pf, millis, this)
}
}
def blockAndWaitFor[R](pf: PartialFunction[Any, R]): R = {
blockAndWaitFor(pf, -1L)
}
def blockAndWaitFor[R](pf: PartialFunction[Any, R], millis: Long): R = withLock {
def blockLoop(millis: Long): Message[Any] = {
state match {
case k: Killing => state = new Killed(k.reason)
case _ => ()
}
//debug("starting block loop")
mailbox.extractFirst((msg) => pf.isDefinedAt(msg.content)) match {
case None => {
//TODO: move block logic into BlockedWait state
if (!state.isInstanceOf[BlockedWait[R]]) state = new BlockedWait(pf, thread, millis)
val start = System.currentTimeMillis()
if (millis >= 0L) msgAvailCond.await(millis, java.util.concurrent.TimeUnit.MILLISECONDS)
else msgAvailCond.await()
val rem = Math.max(millis - (System.currentTimeMillis() - start), 0L)
if (millis >= 0L && rem == 0L) {
if (pf.isDefinedAt(TIMEOUT)) {
val r: Message[Any] = Message(TIMEOUT, StateActor.this)
state = resumeTo(noop, thread)
r
} else {
state = new Timedout
throw ActorExited
}
} else {
blockLoop(rem)
}
}
case Some(msg) => {
if (state ne this) state = resumeTo(noop, thread)
msg
}
}
}
// assume(stateIsValid(true))
// assume(currentThread eq thread, "attempting to block on wrong thread")
val qel = blockLoop(millis)
//debug("have message")
//assume(stateIsValid(true)) // this isn't necessarily true because the state
// often changes during the blocking process
// assert(state.isRunning)
processMessage(qel, pf, true) //release the lock when processing the message
}
/**
* exit for the specified reason
* Sets the <code>state</code> to <code>Finished</code>.
* @param reason the reason for exitting
*/
private[StateActor] final def exit(reason: Any): Nothing = /*withLock*/ {
// assume(stateIsValid(true))
// assume(currentThread eq thread,
// "exit can only be invoked on the thread on which the actor is running")
state = new Finished(reason)
throw ActorExited
}
/**
* exit for reason <code>'normal</code>
* Sets the <code>state</code> to <code>Finished</code>.
*/
private[StateActor] final def exit(): Nothing = exit('normal)
def kill(reason: Any): Unit = withLock {
// assume(stateIsValid(true))
if (Thread.currentThread == thread) {
// the kill was issued from the thread to which the actor is bound, so
// the actor can be killed by simply throwing an exception to return
// the thread to the scheduler
state = new Killed(reason)
} else {
// the kill is coming from a different thread from one to which the actor
// is bound, so the actor need to be put into the Killing state so that
// the library will know to terminate it when it regains control
state = new Killing(reason, thread)
// interrupt the thread in case it is blocked
thread.interrupt() //TODO: make sure interrupted state is properly managed by scheduler
}
}
}
/**
* The actor is currently running on the specified thread
*/
case class BasicRunning(val thread: Thread, val f: () => Unit) extends Running with ActionPending {
protected def derivedEnter() = ()
def performAction() {
//actionLoop(this)
f()
}
// private def actionLoop(s: BasicRunning) {
// val next: BasicRunning = try {
// s.f()
// null
// } catch {
// case ReturnControl if state ne s => state match {
// case br: BasicRunning => br
// case _ => null
// }
// }
// if (next ne null) actionLoop(next)
// }
final def immediate = true
final def repeat = false
def exitTo(s: ActorState): Unit = {
//debug("exiting running state to: " + s)
// assert(s.isInstanceOf[Wait[_]] /*|| s.isInstanceOf[FunctionScheduled]*/ ||
// s.isInstanceOf[Killing] || s.isInstanceOf[UnhandledThrowable] ||
// s.isInstanceOf[Finished] || s.isInstanceOf[InternalError] ||
// s.isInstanceOf[TransitionError],
// "Running may only transition to DetachedWait, BlockedWait, Finished, Killing, or UnhandledThrowable; attempted from: " + s)
}
def resumeTo(continuation: () => Unit, t: Thread): Running = {
if ((continuation eq f) && (t eq thread)) {
//println("reusing continuation from BasicRunning")
this // safe to reuse this object
} else {
new BasicRunning(t, continuation)
}
}
override def toString = "BasicRunning"
}
class RunningContinuation(val continuation: () => Unit, restoreState: Thread => ActorState, val thread: Thread) extends Running with ActionPending {
protected def derivedEnter() = ()
def exitTo(s: ActorState) {}
def immediate = true
def repeat = false
def performAction() {
continuation()
state = restoreState(thread)
}
def resumeTo(continutation: () => Unit, thread: Thread): Running = {
if ((continuation eq this.continuation) && (thread eq this.thread)) {
//println("resuing continuation for RunningContinuation")
this
} else new RunningContinuation(continuation, restoreState, thread)
// new RunningContinuation(continuation, restoreState, thread)
}
}
abstract class Looping(val cond: () => Boolean, val thread: Thread, val f: () => Unit) extends Running with ActionPending {
def exitTo(s: ActorState): Unit = {
//assert(!s.isInstanceOf[RunningContinuation])
}
final def repeat = cond() // this leads to multiple evaluations of cond
final def immediate = true
override def resumeTo(continuation: () => Unit, t: Thread): Running = {
if ((continuation eq f) && (t eq thread)) {
//println("reusing continuation for: " + state)
this
}
// else new ResumeLooping(continuation, cond, t, f)
else new RunningContinuation(continuation, (t: Thread) => new ContinueLooping(cond, t, f), t)
}
def performAction() {
// Using a while loop here instead letting the controlLoop re-invoke
// performAction leads to a significant performance difference
while (cond()) {
try {
f()
} catch {
// catching the ReturnControl signal here versus in the controlLoop
// cuts the cost of ExceptionBlob by more than 50% on a LoopPing
// benchmark
case ReturnControl if state eq this =>
}
}
}
}
class InitialLooping(cond: () => Boolean, thread: Thread, f: () => Unit) extends Looping(cond, thread, f) {
protected def derivedEnter() {
throw ReturnControl
}
override def toString = "InitialLooping"
}
class ContinueLooping(cond: () => Boolean, thread: Thread, f: () => Unit) extends Looping(cond, thread, f) {
//TODO: is ContinueLooping actually needed?
protected def derivedEnter() = ()
override def toString = "ContinueLooping"
}
class ReactLooping(val pf: PartialFunction[Any, Unit], val cond: () => Boolean, val thread: Thread) extends Running with ActionPending {
protected def derivedEnter() {
throw ReturnControl
}
def performAction() {
innerLoop()
}
final def immediate = true
final def repeat = true
def exitTo(s: ActorState) {}
protected final def innerLoop() {
if (cond()) {
detachAndWaitFor(pf) //TODO: do we have a locking problem here?
if (!state.isSuspended) innerLoop()
} else state = new Finished()
}
def resumeTo(continuation: () => Unit, t: Thread): Running = {
new ResumeReactLooping(continuation, pf, cond, t)
}
override def toString = "ReactLooping"
}
class ResumeReactLooping(val continuation: () => Unit, pf: PartialFunction[Any, Unit],
cond: () => Boolean, thread: Thread)
extends ReactLooping(pf, cond, thread) {
override protected def derivedEnter() {
continuation()
performAction()
}
override def resumeTo(continuation: () => Unit, t: Thread): Running = {
if ((continuation eq this.continuation) && (t eq thread)) {
//println("reusing continuation for: " + state)
this
}
else new ResumeReactLooping(continuation, pf, cond, t)
}
override def toString = "ResumeReactLooping"
}
/**
* The actor is in the process of being killed
* @param reason the reason that the actor is being killed
* @param thread the thread to which the actor is currently bound
* @todo make killing extend Running instead of BasicRunning
*/
class Killing(val reason: Any, thread: Thread) extends BasicRunning(thread, null) {
override def exitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[Killed] || s.isInstanceOf[InternalError]
// || s.isInstanceOf[TransitionError],
// "Killing may only exit to a Killed state, attempted: " + s)
}
override def receiveMessage(msg: Any, replyTo: OutputChannel[Any]): Unit = {
throw new InvalidStateForOperation("message cannot be accepted, actor is being killed", state)
}
/**
* kill from the killing state is a no-op if the specifed reason matches
* the current reason for being killed. If the reason does not match, then
* an IllegalStateException is thrown because the atempt to kill is likely
* erroneous.
* @param reason the reason that the actor shoud be killed
*/
override def kill(reason: Any): Unit = withLock {
// assume(stateIsValid(true))
if (reason != this.reason)
throw new IllegalStateException("Attempt to kill " + StateActor.this + " for reason " + reason +
" when in the process of being killed for " + this.reason)
if (Thread.currentThread eq thread) {
state = new Killed(reason)
} else {
// interrupt the thread again just in case...
thread.interrupt()
}
}
override def toString = "Killing for " + reason + " on thread " + thread
}
/**
* Base class for all end-states.
* End-states are final and cannot be exited.
* @todo It might be reasonable to allow an actor to be restarted
*/
trait Terminated extends ActorState {
val reason: Any
/**
* Throws an <code>InvalidStateForOperation</code> because <code>Terminated</code> states cannot be exited.
* @throws InvalidStateForOperation no matter what
*/
final def exitTo(s: ActorState): Unit = {
throw new InvalidStateForOperation("A terminated state may not be exitted", state)
}
final def enter(): Unit = {
notifyLinked(reason)
scheduler.actorGC.terminated(StateActor.this)
}
/**
* a <code>Terminated</code> actor is never active
* @returns false
*/
final def isActive = false
/**
* a <code>Terminated</code> actor is never attached to a thread
* Note that this implies that an actor that is permanently bound to a thread,
* e.g. an actor that is a subclass of thread (not a good idea, but possible),
* should terminate the thread when the actor terminates, rather than leaving
* it lying around (probably a good idea, anyway).
* @returns false
*/
final def isAttached = false
/**
* a <code>Terminated</code> actor is never detached because detached implies
* that the actor is in a suspended state and therefore may be started up again
* @returns false
* @todo this is a somewhat questionable definitino of isDetached
*/
final def isDetached = false
/**
* a <code>Terminated</code> actor is never running
* @returns false
*/
final def isRunning = false
/**
* an actor must start before it can terminate, so <code>hasStarted</code> is always true
* @returns true
*/
final def hasStarted = true
/**
* an actor that has terminated cannot be waiting
* @returns false
*/
final def isWaiting = false
/**
* a <code>Terminated</code> actor always has terminated
* @returns true
*/
final def hasTerminated = true
/**
* A <code>Terminated</code> actor cannot receive messages and will throw an InvalidStateForOperation.
* Note that this is a change in behavior. The original Scala Actors library
* had no formal concept of an actor being terminated and you could send it
* a message regardless of its state.
* @throws InvalidStateForOperation because the actor has been terminated
*/
override final def receiveMessage(msg: Any, replyTo: OutputChannel[Any]): Unit = {
throw new InvalidStateForOperation("actor has already terminated", state)
}
}
/**
* The actor has been killed for the specified reason
* A <code>Killed</code> actor is an actor that was forcefully terminated, and
* therefore was not allowed to complete execution and exit normally.
* @param reason the reason why the actor was killed, defaults to 'killed
*/
class Killed(val reason: Any) extends Terminated {
// def enterFrom(s: ActorState): Unit = {
// // killed can be reached from pretty much any state
// }
/** an actor thas has been killed has not finished */
final def hasFinished = false
override def toString = "Killed: " + reason
}
/**
* The actor has finished normally with the specified reason
* @param reason the reason why the actor completed, defaults to 'normal
*/
class Finished(val reason: Any) extends Terminated {
// def enterFrom(s: ActorState): Unit = {
// assert(s.isInstanceOf[Running],
// "Finished may only be reached from the Running state, attempted: " + s)
// }
/** the actor has finished */
final def hasFinished = true
override def toString = "Finished: " + reason
}
/**
* The actor has terminated normally due to a timeout
* @todo Is this really a Finished state or should it be some sort of error state?
*/
class Timedout extends Finished("Timedout")
/**
* An unhandled throwable was encountered
* @param reason the Throwable that caused the actor to be terminated
*/
class UnhandledThrowable(override val reason: Throwable) extends Terminated {
// def enterFrom(s: ActorState): Unit = {
// assert(s.isInstanceOf[Running],
// "UnhandledThrowable may only be entered from the running State, attempted: " + s)
// }
/** the actor has not finished due to an error */
final def hasFinished = false
override def toString = "UnhandledThrowable: " + reason
}
class TransitionError(override val reason: Throwable, val exitingState: ActorState,
val enteringState: ActorState)
extends RuntimeException("Transition from " + exitingState + " to " +
enteringState + " failed:\n" + reason.getMessage(),
reason)
with Terminated {
// def enterFrom(a: ActorState): Unit = {
// // no-op
// }
final def hasFinished = false
override def toString = getMessage()
}
class InternalError(override val reason: Throwable) extends Terminated {
// override def enterFrom(s: ActorState) {}
def hasFinished = false
override def toString = {
val sw = new java.io.StringWriter()
val w = new java.io.PrintWriter(sw)
w.write("InternalErrror: ")
w.write(reason.getMessage())
reason.printStackTrace(w)
w.flush()
sw.toString()
}
}
/**
* Base class for wait states, such as BlockedWait and DetachedWait.
* A wait state will wait until a message is received for which <code>waitingFor</code>
* is defined. A wait state should never be entered if there is already a
* matching message in the mailbox.
* @param waitingFor the <code>PartialFunction</code> used for checking messages and
* that is applied to the first matching message received
*/
abstract class Wait[R](val waitingFor: PartialFunction[Any, R], val millis: Long) extends Active {
final def enter(): Unit = {
// assert(mailbox.get(0)(waitingFor.isDefinedAt(_)) == None,
// "attempt to enter a Wait state when a matching message is available")
derivedEnter()
}
protected def derivedEnter(): Unit
/** an actor in a Wait state is always waiting */
final def isWaiting = true
/** an actor in a Wait state is never running */
final def isRunning = false
override def receiveMessage(msg: Any, replyTo: OutputChannel[Any]): Unit = {
// assume(lockIsHeld)
// assert(stateIsValid(true))
//debug("receiving " + msg + " while waiting")
val w = {
// put replyTo on sessions so that calls to sender in waitingFor
// will not fail or yield erroneous results
sessions = replyTo :: sessions
try {
waitingFor.isDefinedAt(msg)
} finally {
sessions = sessions.tail
}
}
// this can make it so the message is processed twice
//mailbox.append(msg, replyTo)
if (w) {
//debug("message matched, scheduling execution")
resume(msg, replyTo)
} else {
//debug("message did not match, continuing to wait")
mailbox.append(Message(msg, replyTo))
}
}
/**
* Take the actions necessary to make sure the message is processed
* Derived classes must implement this method. The implementation should
* schedule the continuation of the actor, signal the waiting thread to wakeup,
* or take whatever other actions that may be necessary to ensure the processing
* of the specified message.
* <code>resume</code> will always be called with the lock held.
* @param msg the message that was received by the actor
* @param replyTo the channel from which the message was received and that should
* be used for sending replies
*/
protected def resume(msg: Any, replyTo: OutputChannel[Any]): Unit
}
protected var detachCnt = 0L
/**
* The actor is wait for <code>waitingFor</code> to be defined and is not
* currently attached to a thread.
* @param waitingFor the partial function defining both the message that the actor is
* waiting for and the action to be taken when it is received
* @param millis the number of milliseconds to wait
* @param prevRunningState the running state, will be used for resumeTo call
* @todo would it make more sense to pass in a resumeTo function instead of holding on
* to the previous running state?
*/
class DetachedWait(waitingFor: PartialFunction[Any, Unit], millis: Long, val prevRunningState: Running)
extends Wait(waitingFor, millis) with Suspended {
def exitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[ContinuationScheduled] || s.isInstanceOf[Killed] ||
// s.isInstanceOf[InternalError] || s.isInstanceOf[TransitionError] ,
// "DetachedWait may only exit to ContinuationScheduled or Killed, attempted: " + s)
}
def kill(reason: Any): Unit = withLock {
// assume(stateIsValid(true))
state = new Killed(reason)
}
protected def derivedEnter() {
//debug("entering detached wait")
//TODO: make sure ReactionScheduled doesn't do ANYTHING with the actor
// after the reaction has been performed
if (millis >= 0L) {
// a TIMEOUT has been requested
//TODO: TIMEOUTS coming from multiple sources could create some odd interactions
// perhaps if pf is not defined for TIMEOUT then a unique message should
// be used instead of TIMEOUT so that it does not interfere with out TIMEOUTs
// ...unfortunately...how would the receiving actor know about the unique
// TIMEOUT in order to listen for it specifically??
// ...there could be one timeout object per actor.
//
// clean out spurious TIMEOUTS (where would the spurious timeouts come from?)
while (mailbox.extractFirst((m) => m.content == TIMEOUT) != None) {}
val npf = {
if (waitingFor.isDefinedAt(TIMEOUT)) waitingFor
else waitingFor.orElse[Any, Unit] { // make sure TIMEOUT will be handled
case TIMEOUT => withLock {
state = new Timedout
throw ActorExited
}
}
}
val tt = new TimerTask {
// a means to cancel the TimerTask is not required because if
// the actor has left the wait state no message will be sent
def run(): Unit = withLock {
// if the actor is still waiting, send it a timeout message
// ...if the actor is not waiting, then sending the timeout
// message will result in a spurious timeout
if (state eq DetachedWait.this) {
send(TIMEOUT, StateActor.this)
}
}
}
Actor.timer.schedule(tt, millis)
}
detachCnt += 1L
}
protected def resume(msg: Any, replyTo: OutputChannel[Any]) {
// assume(lockIsHeld, "the current thread is expected to hold the lock")
val c = new ContinuationScheduled(() => {
state = prevRunningState.resumeTo(() => {
sessions = replyTo :: sessions
try {
//debug("invoking continuation on: " + msg)
withoutLock { waitingFor(msg) }
} finally {
sessions = sessions.tail
}
}, Thread.currentThread)
})
state = c
// an exception should NOT be thrown here because the actor is already suspended
// also, this method is likely to be executed on a thread that is not
// controlled by the actor library (e.g. main), so the exception will
// just end up propogating into user code, which is bad.
}
override def toString = "DetachedWait"
}
class BlockedWait[R](waitingFor: PartialFunction[Any, R], val thread: Thread, millis: Long)
extends Wait(waitingFor, millis) {
def exitTo(s: ActorState): Unit = {
// assert(s.isInstanceOf[Running] || s.isInstanceOf[Killed] ||
// s.isInstanceOf[InternalError] || s.isInstanceOf[TransitionError],
// "BlockedWait may only exit to Running or Killed states, attempted: " + s)
}
protected def derivedEnter() {
//TODO: do the actual blocking here
//assert(thread eq Thread.currentThread)
}
final def isAttached = true
final def isDetached = false
def kill(reason: Any): Unit = withLock {
// assume(stateIsValid(true))
// assume(Thread.currentThread ne thread,
// "nothing should be executed on a thread while the actor bound to it is in a blocked wait")
state = new Killed(reason)
thread.interrupt() // interrupt the thread so it knows it should terminate
throw ActorExited
}
/**
* Change the state to <code>Running</code> and notify the blocked thread.
*/
protected def resume(msg: Any, replyTo: OutputChannel[Any]): Unit = withLock {
// assumes a lock is already held for Actor.this
//state = new Running(thread) // running state will be restored when signal is received
//debug("being notified of message from " + replyTo)
mailbox.append(Message(msg, replyTo))
msgAvailCond.signal()
}
override def toString = "BlockedWait on thread: " + thread
}
/**
* Handles common tasks associated with termination via explicit or implied exit
* Assumes that already synchronized on this
* @param newState the stop-state to enter
* @todo move terminate code into an entry action of the Terminated state class
*/
// protected def terminate(newState: Terminated) {
// assume(lockIsHeld, "lock must already be held to terminate")
// if (newState.hasFinished) {
// // only execute the hook if the actor has actually finished. This is because
// // Actor.loop and Actor.loopWhile use it to subvert the termination process
// // and keep the actor in an active state
// beforeExitHook()
// }
// state = newState
// notifyLinked(newState.reason)
// ActorGC.terminated(Actor.this)
// }
/**
* Notify any linked actors that this actor has terminated
* @param reason the reason why the actor terminated
* @todo move into the Terminated state class
*/
private[this] def notifyLinked(reason: Any) {
//debug("notifying linked actors of exit")
exiting = true //TODO: get rid of exiting
// remove this from links
links = links.remove(this.==) // why is this necessary?
// exit linked processes
links.foreach((linked: AbstractActor) => {
unlink(linked) // unlink to prevent circular notifications
linked match {
case linked: StateActor => linked.withLock {
linked.state match {
case _: linked.Killing => () // no-op because already shutting down
case active: linked.Active => linked.exit(this, reason)
case _ => () // non-active state so no-op
}
}
case _ => if (!linked.exiting) linked.exit(this, reason)
}
})
//debug("done notifying linked actors")
}
/*protected[actors]*/ def scheduler: IScheduler = Scheduler //TODO: restrict access to scheduler
/**
* Returns the number of messages in this actor's mailbox
*
* @return the number of messages in this actor's mailbox
*/
def mailboxSize: Int = {
//assert(lockIsHeld, "lock must be held to check mailboxSize")
mailbox.size
}
/**
* Sends <code>msg</code> to this actor (asynchronous) supplying
* explicit reply destination.
*
* @param msg the message to send
* @param replyTo the reply destination
*/
def send(msg: Any, replyTo: OutputChannel[Any]) = withLock {
//debug(replyTo + " sending message to " + this + " which in state " + state)
state.receiveMessage(msg, replyTo)
}
/**
* Receives a message from this actor's mailbox.
*
* @param f a partial function with message patterns and actions
* @return result of processing the received value
* @throws InvalidStateForOperation is the actor is not in a Running state
*/
def receive[R](f: PartialFunction[Any, R]): R = receiveWithin(-1L)(f)
/**
* Receives a message from this actor's mailbox within a certain
* time span.
*
* @param msec the time span before timeout
* @param f a partial function with message patterns and actions
* @return result of processing the received value
* @throws InvalidStateForOperation if the actor is not in a Running state
*/
def receiveWithin[R](msec: Long)(f: PartialFunction[Any, R]): R = withLock {
state match {
case rs: Running => rs.blockAndWaitFor(f, msec)
case _ => throw new InvalidStateForOperation("receive called while actor not running: " + state, state)
}
}
/**
* Receives a message from this actor's mailbox.
* <p>
* This method never returns. Therefore, the rest of the computation
* has to be contained in the actions of the partial function.
*
* @param f a partial function with message patterns and actions
* @throws InvalidStateForOperation if the actor is not in a Running state
*/
def react(f: PartialFunction[Any, Unit]): Nothing = reactWithin(-1L)(f)
/**
* Receives a message from this actor's mailbox within a certain
* time span.
* <p>
* This method never returns. Therefore, the rest of the computation
* has to be contained in the actions of the partial function.
* </p>
*
* @param msec the time span before timeout
* @param f a partial function with message patterns and actions
* @throws InvalidStateForOperation if the actor is not in a Running state
*/
def reactWithin(msec: Long)(f: PartialFunction[Any, Unit]): Nothing = withLock {
state match {
case ls: Looping => {
//optimize for the looping case where handling recursion is not
//is not entirely necessary
ls.detachAndWaitFor(f, msec)
}
case rs: Running => {
state = new BasicRunning(rs.thread, () => {
state match {
case rs: Running => {
rs.detachAndWaitFor(f, msec)
//if (state.isSuspended) throw ActorSuspended else throw ReturnControl
}
}
})
}
case _ => throw new InvalidStateForOperation("cannot reactWithin in state: " + state, state)
}
if (state.isSuspended) throw ActorSuspended else throw ReturnControl
}
def reactWhile(cond: => Boolean)(f: PartialFunction[Any, Unit]): Nothing = {
//loopWhile(cond)(react(f))
withLock { state = new ReactLooping(f, () => cond, Thread.currentThread) }
//throw ReturnControl // now thrown by ReactLooping.enter()
throw new RuntimeException("should never get here")
}
def loop(body: => Unit): Nothing = loopWhile(true)(body)
/**
*
*/
def loopWhile(cond: => Boolean)(body: => Unit): Nothing = {
withLock { state = new InitialLooping(() => cond, Thread.currentThread, () => body) }
throw ReturnControl
}
/**
* The behavior of an actor is specified by implementing this
* abstract method. Note that the preferred way to create actors
* is through the <code>actor</code> method
* defined in object <code>Actor</code>.
*/
def act(): Unit
/**
* Sends <code>msg</code> to this actor (asynchronous).
*/
def !(msg: Any) {
// self is the actor that is currently running, which may or may not be
// this actor
send(msg, Actor.self)
}
/**
* Forwards <code>msg</code> to this actor (asynchronous).
* @todo should forward be protected?
*/
def forward(msg: Any) {
send(msg, Actor.sender) // Actor.sender is the sender of the currently executing actor
}
/**
* Sends <code>msg</code> to this actor and awaits reply
* (synchronous).
*
* @param msg the message to be sent
* @return the reply
*/
def !?(msg: Any): Any = {
// "self" here does not equal this unless the actor is messaging itself, which
// in this case would be a very bad idea
assert(Actor.self ne this, "an actor synchronously messaging itself will cause deadlock")
val replyCh = Actor.self.freshReplyChannel
send(msg, replyCh)
replyCh.receive {
case x => x
}
}
/**
* Sends <code>msg</code> to this actor and awaits reply
* (synchronous) within <code>msec</code> milliseconds.
*
* @param msec the time span before timeout
* @param msg the message to be sent
* @return <code>None</code> in case of timeout, otherwise
* <code>Some(x)</code> where <code>x</code> is the reply
*/
def !?(msec: Long, msg: Any): Option[Any] = {
val replyCh = Actor.self(scheduler).freshReplyChannel
send(msg, replyCh)
replyCh.receiveWithin(msec) {
case TIMEOUT => None
case x => Some(x)
}
}
/**
* Sends <code>msg</code> to this actor and immediately
* returns a future representing the reply value.
*/
def !!(msg: Any): Future[Any] = {
val ftch = new Channel[Any](Actor.self(scheduler))
send(msg, ftch)
new Future[Any](ftch) {
def apply() =
if (isSet) value.get
else ch.receive {
case any => value = Some(any); any
}
def respond(k: Any => Unit): Unit =
if (isSet) k(value.get)
else ch.react {
case any => value = Some(any); k(any)
}
def isSet = value match {
case None => ch.receiveWithin(0) {
case TIMEOUT => false
case any => value = Some(any); true
}
case Some(_) => true
}
}
}
/**
* Sends <code>msg</code> to this actor and immediately
* returns a future representing the reply value.
* The reply is post-processed using the partial function
* <code>f</code>. This also allows to recover a more
* precise type for the reply value.
*/
def !: Future[A] = {
val ftch = new Channel[A](Actor.self(scheduler))
send(msg, new OutputChannel[Any] {
def !(msg: Any) =
ftch ! f(msg)
def send(msg: Any, replyTo: OutputChannel[Any]) =
ftch.send(f(msg), replyTo)
def forward(msg: Any) =
ftch.forward(f(msg))
def receiver =
ftch.receiver
})
new Future[A](ftch) {
def apply() =
if (isSet) value.get.asInstanceOf[A]
else ch.receive {
case any => value = Some(any); value.get.asInstanceOf[A]
}
def respond(k: A => Unit): Unit =
if (isSet) k(value.get.asInstanceOf[A])
else ch.react {
case any => value = Some(any); k(value.get.asInstanceOf[A])
}
def isSet = value match {
case None => ch.receiveWithin(0) {
case TIMEOUT => false
case any => value = Some(any); true
}
case Some(_) => true
}
}
}
/**
* Replies with <code>msg</code> to the sender.
* reply will throw an exception if there is no sender
* @todo why isn't reply protected instead of public?
*/
def reply(msg: Any) {
sender ! msg
}
//private var rc: Channel[Any] = null
//private[actors] def replyChannel = rc
/**
* Receives the next message from this actor's mailbox.
* This will block if there are no messages in the mailbox.
* @todo why is ? public? It probably should be protected
*/
def ? : Any = receive {
case x => x
}
/**
* The sender of the message currently being processed.
* If no message is being processed, this method will throw an exception.
* @todo make sender throw a meaningful exception
*/
/*protected*/ def sender: OutputChannel[Any] = sessions.head
// this is inherited from OutputChannel so it cannot be made protected
def receiver: StateActor = this
// /**
// * This function is run prior to actor exit.
// * It is used by <code>Actor.loop</code> in combination with <code>seq</code>
// * in order to hijack the exit process to reschedule the reaction before
// * the actor is actually terminated.
// * <code>beforeExitHook</code> will be executed with the lock held.
// */
// private var beforeExitHook: () => Unit = () => {}
/**
* Starts this actor.
*/
def start(): StateActor = withLock {
state match {
case NotStarted => NotStarted.start()
}
this
}
private var links: List[AbstractActor] = Nil
/**
* Links <code>self</code> to actor <code>to</code>.
*
* @param to ...
* @return ...
*/
def link(to: AbstractActor): AbstractActor = withLock {
assert(Actor.self == this, "link called on actor different from self")
links = to :: links
to.linkTo(this)
to
}
/**
* Links <code>self</code> to actor defined by <code>body</code>.
*/
def link(body: => Unit): Actor = {
assert(Actor.self == this, "link called on actor different from self")
val a = new Actor {
def act() = body
override final val scheduler: IScheduler = StateActor.this.scheduler
}
link(a)
a.start()
a
}
//TODO: restrict access to linkTo
/*private[actors]*/ def linkTo(to: AbstractActor) = withLock {
links = to :: links
}
/**
* Unlinks <code>self</code> from actor <code>from</code>.
*/
protected def unlink(from: AbstractActor) = withLock {
assert(Actor.self == this, "unlink called on actor different from self")
links = links.remove(from == _)
from.unlinkFrom(this)
}
//TODO: restrict access to unlinkFrom
/*private[actors]*/ def unlinkFrom(from: AbstractActor) = withLock {
links = links.remove(from == _)
}
/**
* Controls how the termination of linked actors is handled.
* If trapExit is true, then when a linked actor exits an Exit message is
* asynchronously sent to this actor, regardless of the reason for termination.
* When trapExit is false and the reason for exit is not 'normal, then this
* actor is terminated. If the exit reason is 'normal, then nothing is done.
* @todo trapExit should not be public
* @todo should trapExit be associated with a given link instead of with all links?
*/
var trapExit = false
// exitReason held the reason for termination, or 'normal if the actor has
// not terminated (or terminated normally). exitReason has been replaced
// with reason on the Terminated states.
//private[actors] var exitReason: AnyRef = 'normal
// shouldExit was used to inform the actor that it should exit at its earliest
// convenience. This has been replaced with state changes.
//private[actors] var shouldExit = false
/**
* <p>
* Terminates execution of <code>self</code> with the following
* effect on linked actors:
* </p>
* <p>
* For each linked actor <code>a</code> with
* <code>trapExit</code> set to <code>true</code>, send message
* <code>Exit(self, reason)</code> to <code>a</code>.
* </p>
* <p>
* For each linked actor <code>a</code> with
* <code>trapExit</code> set to <code>false</code> (default),
* call <code>a.exit(reason)</code> if
* <code>reason != 'normal</code>.
* </p>
* @param reason the reason for exiting the actor
* @throws InvalidStateForOperation if the actor is not in a Running state
*/
def exit(reason: Any): Nothing = withLock {
state match {
case s: Running => s.exit('reason)
case _ => throw new InvalidStateForOperation("actor cannot exit from state: " + state, state)
}
}
/**
* Terminates with exit reason <code>'normal</code>.
* @throws InvalidStateForOperation if the actor is not in a Running state
*/
def exit(): Nothing = exit('normal)
/**
* Receive notification from a linked actor that it has terminated and why
* Assume !this.exiting
* If trapExit is true the this actor is notified of the exit via an Exit message,
* otherwise kill this actor if it is currently running
* @param from the actor that is terminating, set to 'normal for normal termination
* @param reason the reason that the actor has terminated
* @todo restrict access to exit
*/
/*private[actors]*/ def exit(from: AbstractActor, reason: Any): Unit = withLock {
if (trapExit) {
this ! Exit(from, reason)
} else if (reason != 'normal) {
state match {
case _: Killing => () // no-op because actor is already being killed
case a: Active => a.kill(reason)
case _ => () //no-op when this actor is not running
}
}
}
private[actors] def terminated() {
scheduler.actorGC.terminated(this)
}
private[actors] def onTerminate(f: => Unit) {
scheduler.actorGC.onTerminate(this) { f }
}
}
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