L2 · Infrastructure Single-mailbox, single-writer execution with an event-driven timer queue
CanKit.Pro.Actor¶
Generic protocol-instance actor/scheduler for CanKit (arc42
§8.3, ADR-6; SRS FR-RAW-020..024): a documented, single-mailbox threading model that any protocol
layer (ISO-TP, J1939, CANopen, ...) can build on instead of hand-rolling locks, unsynchronized
Lists, and busy-loop schedulers.
Status: 1.0.0 – 1.2.3 are withdrawn from nuget.org — they were published as stable before
the API had been reviewed. 1.3.0 will be the first release whose API is stable; until it is
tagged there is no listed version to install, so the dotnet add package line below resolves
nothing and the withdrawn releases come back only on an exact version pin. The public surface
can still change until then. See Versioning.
This package has no dependency on any other CanKit package — it is a plain, reusable single-writer executor plus an event-driven timer queue. Protocol layers compose it; it does not know about CAN frames, buses, or adapters.
using CanKit.Pro.Actor;
using var actor = new ProtocolActor(); // ActorExecutionMode.DedicatedThread by default
actor.BackgroundExceptionOccurred += (_, ex) => log.Error(ex, "protocol instance failed");
// Fire-and-forget: exceptions surface via BackgroundExceptionOccurred.
actor.Post(() => channelRegistry.Add(channel));
// Request/response: exceptions surface through the returned task instead.
var count = await actor.PostAsync(() => channelRegistry.Count);
// Event-driven timeout/STmin check -- no polling, no busy loop.
using var timeout = actor.Schedule(TimeSpan.FromMilliseconds(150), () => channel.OnN_BsTimeout());
Guarantees¶
- One mailbox, one loop (FR-RAW-020/021): every posted work item and every fired timer
callback runs strictly one at a time, in order. Protocol-instance state touched only through
Post/PostAsync/Schedulenever needs its own lock. - Event-driven, not polling (FR-RAW-022): the loop blocks on a semaphore for either new mailbox work or the next timer deadline, whichever comes first. An idle actor uses ~0% CPU.
- Timers are fair, even under bus load: each pass processes a snapshot of the mailbox rather than draining it to empty, so an RX reader posting one work item per frame on a saturated bus cannot starve the timer list — every batch is followed by a due-timer check. Anything that arrives mid-batch is picked up on the next pass, which is entered without waiting.
- Deadlines are measured on a monotonic clock, never on the wall clock:
Stopwatchtimestamps, so an NTP step, a DST change, or an operator setting the system clock cannot make an armed timeout fire early, late, or all at once. ATimeSpandelay is elapsed time and is measured as elapsed time. - Background exceptions have exactly one channel (FR-RAW-023): a throwing
Post/Scheduleitem is caught by the loop and raised viaBackgroundExceptionOccurred— never thrown on some unrelated caller thread, never lost as an unobserved task exception.PostAsyncfailures surface through the returned task instead, since the caller is already positioned to observe them by awaiting. - Configurable execution context (FR-RAW-024):
ActorExecutionMode.DedicatedThread(default) pins the loop to one realThreadfor its entire lifetime — demonstrably the same thread for every callback.ActorExecutionMode.ThreadPoolis cheaper for many short-lived instances but does not guarantee thread affinity.ActorExecutionMode.SynchronizationContextmarshals every callback onto a caller-supplied context (e.g. a UI dispatcher) via a blockingSynchronizationContext.Send, so work is guaranteed to have actually run by the time it's considered processed — including duringDispose's final drain.
Disposing an actor stops it from accepting new work (Post/Schedule throw
ObjectDisposedException) but runs whatever was already queued to completion first, so a caller
awaiting PostAsync right as Dispose happens still gets a real result instead of hanging.
Not-yet-due Schedule callbacks are discarded, not fired. Dispose waits up to five seconds for
the loop to actually finish; if a callback is still running when that elapses it returns anyway
(so Dispose never becomes the thing that hangs) and reports a TimeoutException through
BackgroundExceptionOccurred — a silent give-up would leave the caller unable to tell a clean
shutdown from a loop still mutating state it believes it now owns.
IsOnCurrentActor answers "is this thread currently running one of my callbacks?", which is
what makes a public sync API able to run inline instead of dead-locking on its own loop. It is
thread-scoped, so a Task.Run started from inside a callback correctly reports false — it is
not on the actor and must not touch actor state inline.
SynchronizationContext mode caveat: never call Dispose() synchronously from the actor's
own target context thread (e.g. from inside a UI event handler on that same dispatcher) — like any
synchronous wait on work that needs that same thread to run, it can deadlock. Dispose from a
different thread, or dispatch the call asynchronously.
Install¶
No dependencies beyond the .NET base class library.
Part of CanKit.Pro — higher CAN protocol layers built on top of CanKit, which is consumed as a NuGet package rather than forked.
License¶
MIT — see LICENSE. CanKit itself is a separate project licensed under Apache-2.0; see THIRD-PARTY-NOTICES.md.