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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: 1.3.0 is the first stable release: from 1.3.0 on the public API follows SemVer, so a breaking change costs a major version. 1.0.0 – 1.2.3 were published as stable before the API had been reviewed against the specifications; they are unlisted and deprecated on nuget.org and should not be used. See Versioning.

What is validated, and what is not

Validated: Mailbox ordering (dedicated-thread mode), serialization under concurrent callers (dedicated-thread and thread-pool modes), and, for the synchronization-context mode, marshaling through the supplied context, failure surfacing, timers and dispose — not its ordering or concurrent serialization. Also the timer queue, the background-exception channel, dispose semantics and cancellation of a queued PostAsync, by the test suite in tests/CanKit.Pro.Tests. Much of the time-dependent behaviour is tested on a virtual clock; the rest measures real elapsed time.

Not validated: Real-time scheduling on a loaded production host: timers carry the operating system's scheduling latency and there is no hard real-time guarantee. The package handles no CAN frames, so hardware and foreign stacks do not apply to it.

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/Schedule never 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: Stopwatch timestamps, 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. A TimeSpan delay is elapsed time and is measured as elapsed time.
  • Background exceptions have exactly one channel (FR-RAW-023): a throwing Post/Schedule item is caught by the loop and raised via BackgroundExceptionOccurred — never thrown on some unrelated caller thread, never lost as an unobserved task exception. PostAsync failures surface through the returned task instead, since the caller is already positioned to observe them by awaiting.
  • PostAsync can be withdrawn while it is still queued. A CancellationToken cancelled before the call, or while the item waits in the mailbox, cancels the returned task at once and the work never runs. Work that has already started is never interrupted: it runs through and the task reports its result, so a half-finished work item never breaks the single-writer discipline.
  • Configurable execution context (FR-RAW-024): ActorExecutionMode.DedicatedThread (default) pins the loop to one real Thread for its entire lifetime — demonstrably the same thread for every callback. ActorExecutionMode.ThreadPool is cheaper for many short-lived instances but does not guarantee thread affinity. ActorExecutionMode.SynchronizationContext marshals every callback onto a caller-supplied context (e.g. a UI dispatcher) via a blocking SynchronizationContext.Send, so work is guaranteed to have actually run by the time it's considered processed — including during Dispose'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

dotnet add package CanKit.Pro.Actor

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.