How does Tokio's Handle::block_on differ from Runtime::block_on? - rust

How does tokio::runtime::Handle.block_on differ to tokio::runtime::Runtime.block_on? The Handle.block_on causes some code to hang whereas the Runtime.block_on works fine.
This is how I create the Handle. The Runtime is the same minus the last 2 lines.
let runtime = runtime::Builder::new_multi_thread()
.enable_all()
.build()
.unwrap()
.handle() // not needed for Runtime
.clone(); // ---
Then I call a function which with this:
async fn run(){
// calls get data
}
self.runtime.block_on(run())
This is the code where it hangs. When running from the Runtime it works fine, with the Handle it hangs at TcpStream::connect().
async fn get_data(addr: String) -> Result<Data> {
let c = TcpStream::connect(addr.clone()).await?; // hangs here
let t = get_data_from_connect(c).await?;
return Ok(t);
}

I fixed this by making sure that the Runtime object does not go out of scope and get dropped. I was under the impression that only the Handle is needed to keep the runtime alive but only the Runtime object itself can.

Related

Error calling a Lua function from Rust: `*mut rlua::ffi::lua_State` cannot be shared between threads safely

I am developing a CLI program for rendering template files using the new MiniJinja library by mitsuhiko.
The program is here: https://github.com/benwilber/temple.
I would like to be able to extend the program by allowing the user to load custom Lua scripts for things like custom filters, functions, and tests. However, I am running into Rust lifetime errors that I've not been able to solve.
Basically, I would like to be able to register a Lua function as a custom filter function. But it's showing an error when compiling. Here is the code:
https://github.com/benwilber/temple/compare/0.3.1..lua
Error:
https://gist.github.com/c649a0b240cf299d3dbbe018c24cbcdc
How can I call a Lua function from the MiniJinja add_filter function? I would prefer to try to do this in the regular/safe way. But I'm open to unsafe alternatives if required.
Thanks!
Edit: Posted the same on Reddit and users.rust-lang.org
Lua uses state that is not safe to use from more than one thread.
A consequence of this is that LuaFunction is neither Sync or Send.
This is being enforced by this part of the error message:
help: within `LuaFunction<'_>`, the trait `Sync` is not implemented for `*mut rlua::ffi::lua_State`
In contrast a minijinja::Filter must implement Send + Sync + 'static.
(See https://docs.rs/minijinja/0.5.0/minijinja/filters/trait.Filter.html)
This means we can't share LuaFunctions (or even LuaContext) between calls to the Filters.
One option is to not pass your lua state into the closures, and instead create a new lua state every call, something like this.
env.add_filter(
"concat2",
|_env: &Environment, s1: String, s2: String|
-> anyhow::Result<String, minijinja::Error> {
lua.context(|lua_ctx| {
lua_ctx.load(include_str!("temple.lua")).exec().unwrap();
let globals = lua_ctx.globals();
let temple: rlua::Table = globals.get("temple").unwrap();
let filters: rlua::Table = temple.get("_filters").unwrap();
let concat2: rlua::Function = filters.get("concat2").unwrap();
let res: String = concat2.call::<_, String>((s1, s2)).unwrap();
Ok(res)
}
}
);
This is likely to have relatively high overhead.
Another option is to create your rlua state in one thread and communicate with it via pipes. This would look more like this:
pub fn test() {
let mut env = minijinja::Environment::new();
let (to_lua_tx, to_lua_rx) = channel::<(String,String,SyncSender<String>)>();
thread::spawn(move|| {
let lua = rlua::Lua::new();
lua.context(move |lua_ctx| {
lua_ctx.load("some_code").exec().unwrap();
let globals = lua_ctx.globals();
let temple: rlua::Table = globals.get("temple").unwrap();
let filters: rlua::Table = temple.get("_filters").unwrap();
let concat2: rlua::Function = filters.get("concat2").unwrap();
while let Ok((s1,s2, channel)) = to_lua_rx.recv() {
let res: String = concat2.call::<_, String>((s1, s2)).unwrap();
channel.send(res).unwrap()
}
})
});
let to_lua_tx = Mutex::new(to_lua_tx);
env.add_filter(
"concat2",
move |_env: &minijinja::Environment,
s1: String,
s2: String|
-> anyhow::Result<String, minijinja::Error> {
let (tx,rx) = sync_channel::<String>(0);
to_lua_tx.lock().unwrap().send((s1,s2,tx)).unwrap();
let res = rx.recv().unwrap();
Ok(res)
}
);
}
It would even be possible to start multiple lua states this way, but would require a bit more plumbing.
DISCLAIMER: This code is all untested - however, it builds with a stubbed version of minijinja and rlua in the playground. You probably want better error handling and might need some additional code to handle cleanly shutting down all the threads.

Why doesn't the second await get called on tokio::spawn?

I have the following function that connects to a database using sqlx):
async fn testConnect() -> anyhow::Result<PgPool> {
delay_for(Duration::from_millis(3000)).await;
let pool = PgPoolOptions::new()
.max_connections(5)
.connect(&"database_connection_string")
.await?;
Ok(pool)
}
And I run it on the tokio runtime:
let mut threaded_rt = runtime::Builder::new()
.threaded_scheduler()
.enable_all()
.build()
.unwrap();
threaded_rt.block_on(future::lazy(move |_| {
let handle = tokio::spawn(testConnect());
return handle;
}));
Any code after delay_for inside testConnect does not get executed. Why is this and how can I make both awaits run?
If I remove the delay_for line of code, the database connection code runs as expected.
I suspect that the following happens. This is analogue to starting a background worker thread and quit without joining it.
you spawn the task on tokio and return the handle
block_on drives the tokio reactor for a little while which is just enough for a normal connection, but not enough for the delay to expire
nothing drives the reactor anymore, so the result of the spawned task is just dropped and the program exits
If so, you can fix it simply by calling threaded_rt.block_on(testConnect()) directly, the spawn() part seems to be completely pointless.

How to use thread local storage for tracing events?

This code uses tracing events:
# Cargo.toml
[dependencies]
tracing = "0.1.3"
tracing-subscriber = { version = "0.2.9", features = ["chrono", "env-filter", "fmt"] }
tracing-appender = "0.1.1"
use tracing::{Level, event, };
use tracing::dispatcher::{with_default, Dispatch};
use std::thread;
use tracing_appender::rolling::{RollingFileAppender};
use tracing_appender::non_blocking::{NonBlocking, WorkerGuard};
use tracing_subscriber::fmt::SubscriberBuilder;
pub static file_appender:RollingFileAppender = tracing_appender::rolling::never("/ws/sarvi-sjc/", "prefix.log");
pub static (non_blocking, _guard:WorkerGuard):(NonBlocking:WorkerGuard) = tracing_appender::non_blocking(file_appender);
pub static subscriber:SubscriberBuilder = tracing_subscriber::FmtSubscriber::builder()
.with_max_level(Level::TRACE)
.with_writer(non_blocking)
.finish();
pub static my_dispatch = Dispatch::new(subscriber);
with_default(&my_dispatch, || {
event!(Level::INFO, "chmod(...)");
});
I want the first global static lines to be initialized and stored in a thread_local!() so that it is initialized only once for each thread.
I should then be able to use that thread-specific Dispatch instance to scope event subscribers. The above code is taken from inside a function and were let statements. As static variables, one them doesn't work, and had the same problem within thread_local!() as well.
pub static (non_blocking, _guard:WorkerGuard):(NonBlocking:WorkerGuard) = tracing_appender::non_blocking(file_appender);
error: expected identifier, found `(`
--> src/lib.rs:13:12
|
13 | pub static (non_blocking, _guard:WorkerGuard):(NonBlocking:WorkerGuard) = tracing_appender::non_blocking(file_appender);
| ^ expected identifier
The second problem was understanding how they are initialized in a thread local fashion.
Wrap your static declarations with the thread_local! macro, then you can access each value using the with method, which will return a value unique to the thread.
use tracing::{
dispatcher::{with_default, Dispatch},
event, Level,
};
use tracing_appender::non_blocking::WorkerGuard;
use tracing_subscriber::FmtSubscriber;
fn make_dispatch() -> (Dispatch, WorkerGuard) {
let file_appender = tracing_appender::rolling::never("ws/sarvi-sjc/", "prefix.log");
let (non_blocking, guard) = tracing_appender::non_blocking(file_appender);
let subscriber = FmtSubscriber::builder()
.with_max_level(Level::TRACE)
.with_writer(non_blocking)
.finish();
(Dispatch::new(subscriber), guard)
}
thread_local!(static MY_DISPATCH: (Dispatch, WorkerGuard) = make_dispatch());
fn main() {
// Main thread:
let (my_dispatch, _guard) = make_dispatch();
with_default(&my_dispatch, || {
event!(Level::INFO, "main thread");
});
// Other thread:
std::thread::spawn(|| {
MY_DISPATCH.with(|(my_dispatch, _guard)| {
with_default(&my_dispatch, || {
event!(Level::INFO, "other thread");
});
});
})
.join()
.unwrap();
}
I made sure to store the WorkerGuard in thread local storage too, so that it does not go out of scope after MY_DISPATCH is initialized. This is because the documentation for tracing_appender::non_blocking states:
This function returns a tuple of NonBlocking and WorkerGuard. NonBlocking implements MakeWriter which integrates with tracing_subscriber. WorkerGuard is a drop guard that is responsible for flushing any remaining logs when the program terminates.
Note that the WorkerGuard returned by non_blocking must be assigned to a binding that is not _, as _ will result in the WorkerGuard being dropped immediately. Unintentional drops of WorkerGuard remove the guarantee that logs will be flushed during a program's termination, in a panic or otherwise.
This way, the guard will be dropped when the thread exits. However, keep in mind that Rust's built-in thread local storage has some weird quirks about initialization and destruction. See the documentation for std::thread::LocalKey. Notably:
On Unix systems when pthread-based TLS is being used, destructors will not be run for TLS values on the main thread when it exits. Note that the application will exit immediately after the main thread exits as well.
Therefore, on the main thread, you should call make_dispatch() directly rather than MY_DISPATCH, so that it is dropped when the program exits (but note that in general, things are not guaranteed to be dropped, especially during a panic or std::process::exit, etc.; therefore, there is still a chance that some logs could be lost, as is the nature of most non-blocking I/O).

How can I work around not being able to export functions with lifetimes when using wasm-bindgen?

I'm trying to write a simple game that runs in the browser, and I'm having a hard time modeling a game loop given the combination of restrictions imposed by the browser, rust, and wasm-bindgen.
A typical game loop in the browser follows this general pattern:
function mainLoop() {
update();
draw();
requestAnimationFrame(mainLoop);
}
If I were to model this exact pattern in rust/wasm-bindgen, it would look like this:
let main_loop = Closure::wrap(Box::new(move || {
update();
draw();
window.request_animation_frame(main_loop.as_ref().unchecked_ref()); // Not legal
}) as Box<FnMut()>);
Unlike javascript, I'm unable to reference main_loop from within itself, so this doesn't work.
An alternative approach that someone suggested is to follow the pattern illustrated in the game of life example. At a high-level, it involves exporting a type that contains the game state and includes public tick() and render() functions that can be called from within a javascript game loop. This doesn't work for me because my gamestate requires lifetime parameters, since it effectively just wraps a specs World and Dispatcher struct, the latter of which has lifetime parameters. Ultimately, this means that I can't export it using #[wasm_bindgen].
I'm having a hard time finding ways to work around these restrictions, and am looking for suggestions.
The easiest way to model this is likely to leave invocations of requestAnimationFrame to JS and instead just implement the update/draw logic in Rust.
In Rust, however, what you can also do is to exploit the fact that a closure which doesn't actually capture any variables is zero-size, meaning that Closure<T> of that closure won't allocate memory and you can safely forget it. For example something like this should work:
#[wasm_bindgen]
pub fn main_loop() {
update();
draw();
let window = ...;
let closure = Closure::wrap(Box::new(|| main_loop()) as Box<Fn()>);
window.request_animation_frame(closure.as_ref().unchecked_ref());
closure.forget(); // not actually leaking memory
}
If your state has lifetimes inside of it, that is unfortunately incompatible with returning back to JS because when you return all the way back to the JS event loop then all WebAssembly stack frames have been popped, meaning that any lifetime is invalidated. This means that your game state persisted across iterations of the main_loop will need to be 'static
I'm a Rust novice, but here's how I addressed the same issue.
You can eliminate the problematic window.request_animation_frame recursion and implement an FPS cap at the same time by invoking window.request_animation_frame from a window.set_interval callback which checks a Rc<RefCell<bool>> or something to see if there's an animation frame request still pending. I'm not sure if the inactive tab behavior will be any different in practice.
I put the bool into my application state since I'm using an Rc<RefCell<...>> to that anyway for other event handling. I haven't checked that this below compiles as is, but here's the relevant parts of how I'm doing this:
pub struct MyGame {
...
should_request_render: bool, // Don't request another render until the previous runs, init to false since we'll fire the first one immediately.
}
...
let window = web_sys::window().expect("should have a window in this context");
let application_reference = Rc::new(RefCell::new(MyGame::new()));
let request_animation_frame = { // request_animation_frame is not forgotten! Its ownership is moved into the timer callback.
let application_reference = application_reference.clone();
let request_animation_frame_callback = Closure::wrap(Box::new(move || {
let mut application = application_reference.borrow_mut();
application.should_request_render = true;
application.handle_animation_frame(); // handle_animation_frame being your main loop.
}) as Box<FnMut()>);
let window = window.clone();
move || {
window
.request_animation_frame(
request_animation_frame_callback.as_ref().unchecked_ref(),
)
.unwrap();
}
};
request_animation_frame(); // fire the first request immediately
let timer_closure = Closure::wrap(
Box::new(move || { // move both request_animation_frame and application_reference here.
let mut application = application_reference.borrow_mut();
if application.should_request_render {
application.should_request_render = false;
request_animation_frame();
}
}) as Box<FnMut()>
);
window.set_interval_with_callback_and_timeout_and_arguments_0(
timer_closure.as_ref().unchecked_ref(),
25, // minimum ms per frame
)?;
timer_closure.forget(); // this leaks it, you could store it somewhere or whatever, depends if it's guaranteed to live as long as the page
You can store the result of set_interval and the timer_closure in Options in your game state so that your game can clean itself up if needed for some reason (maybe? I haven't tried this, and it would seem to cause a free of self?). The circular reference won't erase itself unless broken (you're then storing Rcs to the application inside the application effectively). It should also enable you to change the max fps while running, by stopping the interval and creating another using the same closure.

Asynchronously reconnecting a client to a server in an infinite loop

I'm not able to create a client that tries to connect to a server and:
if the server is down it has to try again in an infinite loop
if the server is up and connection is successful, when the connection is lost (i.e. server disconnects the client) the client has to restart the infinite loop to try to connect to the server
Here's the code to connect to a server; currently when the connection is lost the program exits. I'm not sure what the best way to implement it is; maybe I have to create a Future with an infinite loop?
extern crate tokio_line;
use tokio_line::LineCodec;
fn get_connection(handle: &Handle) -> Box<Future<Item = (), Error = io::Error>> {
let remote_addr = "127.0.0.1:9876".parse().unwrap();
let tcp = TcpStream::connect(&remote_addr, handle);
let client = tcp.and_then(|stream| {
let (sink, from_server) = stream.framed(LineCodec).split();
let reader = from_server.for_each(|message| {
println!("{}", message);
Ok(())
});
reader.map(|_| {
println!("CLIENT DISCONNECTED");
()
}).map_err(|err| err)
});
let client = client.map_err(|_| { panic!()});
Box::new(client)
}
fn main() {
let mut core = Core::new().unwrap();
let handle = core.handle();
let client = get_connection(&handle);
let client = client.and_then(|c| {
println!("Try to reconnect");
get_connection(&handle);
Ok(())
});
core.run(client).unwrap();
}
Add the tokio-line crate with:
tokio-line = { git = "https://github.com/tokio-rs/tokio-line" }
The key question seems to be: how do I implement an infinite loop using Tokio? By answering this question, we can tackle the problem of reconnecting infinitely upon disconnection. From my experience writing asynchronous code, recursion seems to be a straightforward solution to this problem.
UPDATE: as pointed out by Shepmaster (and the folks of the Tokio Gitter), my original answer leaks memory since we build a chain of futures that grows on each iteration. Here follows a new one:
Updated answer: use loop_fn
There is a function in the futures crate that does exactly what you need. It is called loop_fn. You can use it by changing your main function to the following:
fn main() {
let mut core = Core::new().unwrap();
let handle = core.handle();
let client = future::loop_fn((), |_| {
// Run the get_connection function and loop again regardless of its result
get_connection(&handle).map(|_| -> Loop<(), ()> {
Loop::Continue(())
})
});
core.run(client).unwrap();
}
The function resembles a for loop, which can continue or break depending on the result of get_connection (see the documentation for the Loop enum). In this case, we choose to always continue, so it will infinitely keep reconnecting.
Note that your version of get_connection will panic if there is an error (e.g. if the client cannot connect to the server). If you also want to retry after an error, you should remove the call to panic!.
Old answer: use recursion
Here follows my old answer, in case anyone finds it interesting.
WARNING: using the code below results in unbounded memory growth.
Making get_connection loop infinitely
We want to call the get_connection function each time the client is disconnected, so that is exactly what we are going to do (look at the comment after reader.and_then):
fn get_connection(handle: &Handle) -> Box<Future<Item = (), Error = io::Error>> {
let remote_addr = "127.0.0.1:9876".parse().unwrap();
let tcp = TcpStream::connect(&remote_addr, handle);
let handle_clone = handle.clone();
let client = tcp.and_then(|stream| {
let (sink, from_server) = stream.framed(LineCodec).split();
let reader = from_server.for_each(|message| {
println!("{}", message);
Ok(())
});
reader.and_then(move |_| {
println!("CLIENT DISCONNECTED");
// Attempt to reconnect in the future
get_connection(&handle_clone)
})
});
let client = client.map_err(|_| { panic!()});
Box::new(client)
}
Remember that get_connection is non-blocking. It just constructs a Box<Future>. This means that when calling it recursively, we still don't block. Instead, we get a new future, which we can link to the previous one by using and_then. As you can see, this is different to normal recursion since the stack doesn't grow on each iteration.
Note that we need to clone the handle (see handle_clone), and move it into the closure passed to reader.and_then. This is necessary because the closure is going to live longer than the function (it will be contained in the future we are returning).
Handling errors
The code you provided doesn't handle the case in which the client is unable to connect to the server (nor any other errors). Following the same principle shown above, we can handle errors by changing the end of get_connection to the following:
let handle_clone = handle.clone();
let client = client.or_else(move |err| {
// Note: this code will infinitely retry, but you could pattern match on the error
// to retry only on certain kinds of error
println!("Error connecting to server: {}", err);
get_connection(&handle_clone)
});
Box::new(client)
Note that or_else is like and_then, but it operates on the error produced by the future.
Removing unnecessary code from main
Finally, it is not necessary to use and_then in the main function. You can replace your main by the following code:
fn main() {
let mut core = Core::new().unwrap();
let handle = core.handle();
let client = get_connection(&handle);
core.run(client).unwrap();
}

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