The biggest productivity boost to my rust embedded firmware development was when I could stop manually implementing state machines and marshalling all local variables into custom state after custom state between each I/O operation snd let rust do that for me by using async/await syntax!
That’s, after all, what async desugars to in rust: an automatic state machine that saves values across I/O (await) points for you.
That isn't always the case though. In more packet-oriented usecases (QUIC, WebRTC & IP), doing the actual IO bit is easy: send & receive individual packets / datagrams.
There isn't really much the compiler can generate for you because you don't end up with many `.await` points. At the same time, the state management across all these futures becomes spaghetti code because many of these aspects should run concurrently and thus need to be in their own future / task.
Theoretically, you could do the same thing with async/await constructing the state machines for you, although in practice it's pretty painful and most async/await code is impure.
There are lots of more experimental languages which exceptional support for this style of programming (Eff, Koka, Frank). Underlying all of Haskell's IO discourse is a very deep investment into several breeds of this kind of technology (free monads and their variants).
Lately, Unison has been a really interesting language which explores lots of new concepts but also has at its core an extensible effects system that provides excellent language-level support for this kind of coding.
Here is a simple counter example. Suppose you have to process a packet that contains many sequences (strings/binary blobs) prefixed by 4 bytes of length.
You are not always guaranteed to get the length bytes or the string all in one go. In a sequential system you'd accumulate the string as follows
handle_input(...)
while not received 4 bytes
accumulate in buf
len = toInt(buf[0..4])
while not received len bytes
accumulate in buf
If implemented as a state machine ,these would require two await points to assemble the string. Flattening this out into a state machine manually is a pain.For example, if you’re holding a mutex lock, you probably want to avoid holding it “across” an await point so that it’s not locked for longer than necessary if the function is paused.
> This pattern isn't something that we invented! The Python world even has a dedicated website about it.
And yet it is too common to find protocol libraries doing I/O in the wild :-(
What got me thinking about this was the whole fn coloring discussion, and a happy accident on my part. I had been writing a VT100 library and was doing my head in trying to unit test it. The problem was that I was essentially `parser::new(stdin())`. During the 3rd or 4th rewrite I changed the parser to `parser::push(data)` without really thinking about what I was doing. I then realized that Rust was punishing me for using an enterprise OOPism anti-pattern I have since been calling "encapsulation infatuation." I now see it everywhere (not just in I/O) and the havoc it wreaks.
The irony is that this solution is taught pre-tertiary education (and again early tertiary). The simplest description of a computer is a machine that takes input, processes/transforms data, and produces output. This is relevant to the fn coloring discussion because only input and output need to be concerned with it, and the meat-and-potatoes is usually data transformation.
Again, this is patently obvious - but if you consider the size of the fn coloring "controversy;" we've clearly all been missing/forgetting it because many of us have become hard-wired to start solving problems by encapsulation first (the functional folks probably feel mighty smug at this point).
Rust has seriously been a journey of more unlearning than learning for me. Great pattern, I am going to adopt it.
Edit: code in question: https://codeberg.org/jcdickinson/termkit/src/branch/main/src...
But besides that it's pretty convenient. Let's say you have a ws_handler channel, you just send your data through that and there is a dedicated handler somewhere that may or may not send that message if it's able to.
My feeling is that sans-IO is particularly useful for libraries, although it can be used for applications too. In a library it means you don't force decisions about how I/O happens on your consumer, making it strictly more useful. This is important for Rust because there's already a bunch of ecosystem fragmentation between sync and async IO(not to mention different async runtimes)
I would go as far as saying that whatever functionality your application provides, there is a core that can be modelled without depending on IO primitives.
But as you say, it comes with problems: Actors / channels can be disconnected for example. You also want to make sure they are bounded otherwise you don't have backpressure. Plus, they require copying so achieving high-throughput may be tricky.
The idea of separating logic from execution is a whole thing, well trodden by the Haskell ecosystem.
[EDIT] Also, they didn't mention how they encapsulated the `tokio::select!` call that shows up when they need to do time-related things -- are they just carrying around a `tokio::Runtime` that they use to make the loop code async without requiring the outside code to be async?
[EDIT2] Maybe they weren't trying to show an encapsulated library doing that, but rather to show that the outside application can use the binding in an async context...
I would have been more interested in seeing how they could implement an encapsulated function in the sans-IO style that had to do something like wait on an action or a timer -- or maybe the answer they're expecting there is just busy-waiting, or carrying your own async runtime instance (that can essentially do the busy waiting for you, with something like block_in_place.
I got half way through this article feeling like this pattern was extremely familiar after spending time down inside rust-libp2p. Seems like that wasn't a coincidence!
Firezone looks amazing, connect all the things!
Yes there are indeed similarities to rust-libp2p! Over there, things are more interleaved though because the actual streams and connections are still within `Future`-like constructs and not strictly split like in the sans-IO case here.
Has anyone tried to combine async and sans-io? At least morally, I ought to be able to write an async function that awaits sans-io-aware helpers, and the whole thing should be able to be compiled down to a state machine inside a struct with a nice sans-io interface that is easily callable by non-async code.
I’ve never tried this, but the main issues I would forsee would be getting decent ergonomics and dealing with Pin.
Is the similarity you are seeing that the work itself that gets scheduled via a job is agnostic over how it is executed?
From this example [0] it looks more like that async API is very similar to Rust's futures:
- Within a job you can access a "wait context"
- You can suspend on some condition
- You can trigger a wake-up to continue executing
[0]: https://www.openssl.org/docs/man1.1.1/man3/ASYNC_is_capable....
The most interesting thing I learned from the article is that cloudflare runs a public stun server. But even that isn't helpful because the 'good' and 'useful' version of the STUN protocol is the first version of the protocol which supports 'change requests' -- a feature that allows for NAT enumeration. Later versions of the STUN protocol removed that feature thanks to the 'helpful suggestions' of Cisco engineers who contributed to the spec.
The current situation in Rust is that if you implement a library, say one that does WebRTC, that uses the Tokio async runtime. Then it's very cumbersome for folks to use it if they are doing sync IO, using a different runtime(smol, async-std etc), are using iouring directly etc. With this approach you don't force the IO choice on consumers and make the library useful to more people.
- Client and gateway perform ICE to agree on a socket pair (this is where hole-punching happens or if that fails, a relay is used)
- The socket pair determined by ICE is used to set up a WireGuard tunnel (i.e. a noise handshake using ephemeral keys).
- IP traffic is read from the TUN device and sent via the WireGuard tunnel to the gateway.
- Gateway decrypts it and emits it as a packet from its TUN device, thereby forwarding it to the actual destination.
It is worth noting that a WireGuard tunnel in this case is "just" the Noise Protocol [0] layered on top of UDP. This ensures the traffic is end-to-end encrypted.
Am I missing something?
Why would you want this in a client? It's not like a client needs to manage tens of thousands of connections. Unless it's doing a DDOS job.
The main benefit is being able to use `&mut` everywhere: At the time when we read an IP packet from the TUN device, we don't yet know, which gateway (exit node), it needs to go to. We first have to look at the user's policies and then encrypt and send it via a WireGuard tunnel.
Similarly, we need to concurrently receive on all of these tunnels. The tunnels are just a user-space concept though. All we do is receive on the UDP socket and index into the corresponding data structure based on the sending socket.
If all of these "connections" would use their own task and UDP socket, we'd would have to use channels (and thus copying) to dispatch them. Additionally, the policy state would have to be in an `Arc<Mutex>` because it is shared among all connections.
I mean, this is basically what the IO monad and monadic programming in Haskell end up pushing Haskell programmers to do.
- the event loop
- the state machine of data states that occur
But async rust is already a state machine, so the stun binding could be expressed as a 3 line async function that is fairly close to sans-io (if you don't consider relying on abstractions like Stream and Sink to be IO).
async fn stun(
server: SocketAddr,
mut socket: impl Sink<(BindingRequest, SocketAddr), Error = color_eyre::Report>
+ Stream<Item = Result<(BindingResponse, SocketAddr), color_eyre::Report>>
+ Unpin
+ Send
+ 'static,
) -> Result<SocketAddr> {
socket.send((BindingRequest, server)).await?;
let (message, _server) = socket.next().await.ok_or_eyre("No response")??;
Ok(message.address)
}
If you look at how the underlying async primitives are implemented, they look pretty similar to what you;ve implemented. sink.send is just a future for Option<SomeMessage>, a future is just something that can be polled at some later point, which is exactly equivalent to your event loop constructing the StunBinding and then calling poll_transmit to get the next message. And the same goes with the stream.next call, it's the same as setting up a state machine that only proceeds when there is a next item that is being fed to it. The Tokio runtime is your event loop, but just generalized.Restated simply: stun function above returns a future that that combines the same methods you have with a contract about how that interacts with a standard async event loop.
The above is testable without hitting the network. Just construct the test Stream / Sink yourself. It also easily composes to add timeouts etc. To make it work with the network instead pass in a UdpFramed (and implement codecs to convert the messages to / from bytes).
Adding timeout can be either composed from the outside caller if it's a timeout imposed by the application, or inside the function if it's a timeout you want to configure on the call. This can be tested using tokio test-utils and pausing / advancing the time in your tests.
---
The problem with the approach suggested in the article is that it splits the flow (event loop) and logic (statemachine) from places where the flow is the logic (send a stun binding request, get an answer).
Yes, there's arguments to be made about not wanting to use async await, but when you effectively create your own custom copy of async await, just without the syntactic sugar, and without the various benefits (threading, composability, ...), it's worth considering whether you could use async instead.
Could you please elaborate more on this? I feel you're talking about an obvious problem with that pattern but I don't see how Rust punishes you for using it (as a very novice Rust learner)
My first few parser designs also took a handler trait (the Alacritty VT100 stuff does this if you want a living example). Because, you know, encapsulate and DI all the things! Async traits weren't a thing at the time (at least without async-trait/boxing/allocation in a hot loop), so fn coloring was a very real problem for me.
The new approach (partial, I haven't started the parser) is:
input.read(&mut data);
tokens = scanner.push(&data);
ops = parser.push(&tokens);
Maybe you can see from that how much simpler it would be to unit test the parser, I can pass it mock token streams instead of bytes. I can also assert the incremental results of it without having to have some mock handler trait impl that remembers what fns were invoked.I'm not sure if that really answers your question, but as I mentioned: it's been a while. And good luck with the learning!
Type parameters and traits everywhere. Structs being (ab-)used as class-like structures that provide functionality.
Rust works better if you avoid type parameters and defining your own traits for as much as possible.
Encapsulation is good if we talk about ensuring invariants are maintained. This blog post about parse, don't validate comes to my mind: https://lexi-lambda.github.io/blog/2019/11/05/parse-don-t-va...
The "encapsulated function" is the `StunBinding` struct. It represents the functionality of a STUN binding. It isn't a single function you can just call, instead it requires an eventloop.
The point though is, that `StunBinding` could live in a library and you would be able to use it in your application by composing it into your program's state machine (assuming you are also structuring it in a sans-IO style).
The linked `snownet` library does exactly this. Its domain is to combine ICE + WireGuard (without doing IO) which is then used by the `connlib` library that composes ACLs on top of it.
Does that make sense?
EDIT: There is no busy-waiting. Instead, `StunBinding` has a function that exposes, what it is waiting for using `poll_timeout`. How the caller (i.e. eventloop) makes that happen is up to them. The appropriate action will happen once `handle_timeout` gets called with the corresponding `Instant`.
What I was thinking was that the functionality being executed in main could just as easily be in a library function -- that's what I meant by encapsulated function, maybe I should have said "encapsulated functionality".
If the thing I want to do is the incredibly common read or timeout pattern, how do I do that in a sans-IO way? This is why I was quite surprised to see the inclusion of tokio::select -- that's not very sans IO, but is absolutely the domain of a random library function that you might want to expose.
It's a bit jarring to introduce the concept as not requiring choices like async vs not, then immediately require the use of async in the event loop (required to drive the state machine to completion).
Or is the point that the event loop should be async? That's a reasonable expectation for event loops that are I/O bound -- it's the whole point of a event loop/reactor pattern. Maybe I'm missing some example where you show an event loop that is not async, to show that you can drive this no matter whether you want or don't want async?
So if I to try to condense & rephrase:
If I want to write a function that listens or times out in sans-IO style, should I use tokio::select? If so, where is the async runtime coming from, and how will the caller of the function be able to avoid caring?
It's not an issue for a single coroutine whose lifetime is contained within the function that defines it, since the compiler can figure that out and stack-allocate the state machine. But arguably the most useful application of coroutines is as elements in a queue for event loop machinery. But implementing that is made impossible unless you box the coroutines. Vec<Box<dyn Coroutine>> is not a cache friendly data structure, and you'll feel the pain if you're doing extremely high concurrency I/O and need a million elements in your Vec.
To read data, the generator would suspend (.await) and wait to be resumed with incoming data. I am not sure if there is nightly syntax for this but it would have to look something like:
// Made up `gen` syntax: gen(yield_type, resume_type)
gen(Transmit, &[u8]) fn stun_binding(server: SocketAddr) -> SocketAddr {
let req = make_stun_request();
yield Transmit {
server,
payload: req
};
let res = .await; // Made up "suspend and resume with argument"-syntax.
let addr = parse_stun_response(res);
addr
}https://doc.rust-lang.org/stable/std/ops/trait.Coroutine.htm... and the syntax you're looking for for resuming with a value is `let res = yield ...`
Alternatively there is a proc macro crate that transforms generator blocks into async blocks so that they work on stable, which is of course a round-about way of doing it, but it certainly works.
But I've also been mulling over the idea how they could be combined! One thing I've arrived at is the issue that async functions compile into opaque types. That makes it hard / impossible to use the compiler's facility of code-generating the state machine because you can't interact with it once it has been created. This also breaks the borrow-checker in some way.
For example, if I have an async operation with multiple steps (i.e. `await` points) but only one section of those needs a mutable reference to some shared data structure. As soon as I express this using an `async` function, the mutable reference is captured in the generated `Future` type which spans across all steps. As a result, Rust doesn't allow me to run more than one of those concurrently.
Normally, the advice for these situations is "only capture the mutable reference for as short as possible" but in the case of async, I can't do that. And splitting the async function into multiple also gets messy and kind of defeats the point of wanting to express everything in a single function again.
In the context of HTTP/1.1 the async code became a kind of "blueprint" for how the user wants the call to behave. At the time I was dead set on making it work for no_std (non allocator) environment, and I gave up because I couldn't find a way around how to need dynamic dispatch via Box<dyn X> (needing an allocator).
async fn stun(
server: SocketAddr,
mut socket: impl Sink<(BindingRequest, SocketAddr), Error = color_eyre::Report>
+ Stream<Item = Result<(BindingResponse, SocketAddr), color_eyre::Report>>
+ Unpin
+ Send
+ 'static,
) -> Result<SocketAddr> {
socket.send((BindingRequest, server)).await?;
let (message, _server) = socket.next().await.ok_or_eyre("No response")??;
Ok(message.address)
}
Fully working code at https://gist.github.com/joshka/af299be87dbd1f64060e47227b577...Sans I/O mostly means, write pure functions and move I/O out of your main functionality as much as possible. Then you can deal with each part independently and this makes the compiler happy.
80-96% of your work on a sans io rust project is still going to be I/O, but it’s not complected with your main logic, so you can unit test the main logic more easily
Dealing with invalid messages is crucial in network protocols, meaning the API should be `&[u8]` instead of parsed messages.
In addition, you want to be able to parse messages without copying, which will introduce lifetimes into this that will make it difficult to use an exexutor like tokio to run this future. You can use a structured-concurrency approach instead. I linked to an article from withoutboats about this at the end.
Lastly, and this is where using async falls apart: If you try to model these state machines with async, you can't use `&mut` to update shared state between them AND run multiple of these concurrently.
EDIT: Just to be clear, I'd love to use the Rust compiler to generate these state machines but it simply can't do what I want (yet). I wrote some pseudo-code somewhere else in this thread of how this could be done using co-routines. That gets us closer to this but I've not seen any movement on the front of stabilising coroutines.
(for context in case you didn't see the link in the other comments - https://gist.github.com/joshka/af299be87dbd1f64060e47227b577... is the full working implementation of this). It uses the tokio framed codec approach where message parsing effectively only succeeds once the full message is parsed. For stun that doesn't really seem like a big deal, but I can imagine that for other protos it might be.
> Dealing with invalid messages is crucial in network protocols, meaning the API should be `&[u8]` instead of parsed messages.
The stream is a stream of Result<ParsedMessage, ErrorMessage>, that error message is able to represent the invalid message in whatever fashion makes sense for the protocol. The framed approach to this suggests that message framing is more important to handle as a more simple effectively linear state machine of bytes. Nothing is stopping you from treating the smallest unit of the protocol as being a byte, and handling that in the protocol handler though, still just comes down to being a stream transformation from the bytes to a stream of messages or errors..
Additionally, when working with the stream approach, there's usually a way to mutate the codec (e.g. UdpFramed::codec_mut()) which allows protocol level information to inform the codec how to treat the network byte stream if necessary.
> In addition, you want to be able to parse messages without copying, which will introduce lifetimes into this that will make it difficult to use an exexutor like tokio to run this future. You can use a structured-concurrency approach instead. I linked to an article from withoutboats about this at the end.
The Bytes crate handles zero-copy part of this orthogonally. Lifetimes aren't necessary. PoC on this is to just add a bytes field and push the ref to the bytes representing the stun response like:
let bytes = data.split_to(12).freeze();
Ok(Some(BindingResponse { address, bytes }))
> Lastly, and this is where using async falls apart: If you try to model these state machines with async, you can't use `&mut` to update shared state between them AND run multiple of these concurrently.I'm not sure that I see your point here. I think it's just you never have to think about concurrent access if there's no concurrency, but I'm sure I'm misunderstanding this somehow. Maybe you could expand on this a little?
> EDIT: Just to be clear, I'd love to use the Rust compiler to generate these state machines but it simply can't do what I want (yet). I wrote some pseudo-code somewhere else in this thread of how this could be done using co-routines. That gets us closer to this but I've not seen any movement on the front of stabilising coroutines.
I wonder if you'd be able to expand on an example where these constraints you mentioned above come up. The Stun example is simple enough that it is achievable just with an async state machine. I'd be curious to work through a more detailed example (mostly for interests sake).
In the article you mention the runtime overhead of mutexes / channels. I'm curious what sort of percentage of the full system time this occupies.
It is possible to do the same blocking IO but it feels a little less natural: You have to set the read-timeout on the socket to the time when you need to wake-up the state machine.
[0]: https://github.com/firezone/sans-io-blog-example/blob/99df77...
To play devil's advocate though, the case of Mutex specifically has it going for it that MutexGuard is !Send, so it's a compiler error if a MutexGuard is held across an await point in a Send Future. But yes if your Future is also !Send then the compiler will allow it. In that case, your only recourse is that clippy has lints for holding Mutex and RefCell guards across await points, as long as you're running it and paying attention to it of course.
Btw the problem of sync code blocking async code is very real and also needs to be resolved, adding explicit `.blocking` to every blocking call is just as bad as explicit .await at every line.
Also, I like Haskell approach of being able to introduce syntax extensions at a file-level, so that for code that'd benefit from explicit await – I'd rather let author have it explicit.
Why? Your example does not prove the point.
handle_input(buf) -> Result {
if len(buf) < 4 { return Error::IncompletePacket }
len = toInt(buf[0..4])
if len(buf) < 4 + len { return Error::IncompletePacket }
packet = buf[4..(4 + len)]
return Ok { packet: packet, consumed: 4 + len }
}
where the semantics of `Error::IncompletePacket` are that the caller reads more into the buffer from its actual IO layer and then calls handle_input() again. So your "while not received required bytes: accumulate in buf" simply become "if len < required: return Error::IncompletePacket"In effect, you have to be thoughtful (and explicit!) about the event loop semantics demanded by each state machine and, as the event loop implementer, you have to satisfy all of those semantics faithfully.
A few alternatives include your version, one where `handle_input` returns something like `Result<Option<Packet>>` covering both error cases and successful partial consumption cases, one where `handle_input` tells the event loop how much additional input it knows it needs whenever it finishes parsing a length field and requires that the event loop not call it again until it can hand it exactly that many bytes.
This can all be pretty non-trivial. And then you'd want to compose state machines with different anticipated semantics. It's not obvious how to do this well.
Or let's say you have a loop ("retry three times before giving up"), then you have to store the index in a recoverable struct. Put this inside a nested loop, and you know what I mean.
I have run into these situations enough that a flat state machine becomes a pain to deal with.
These are nicely solved using coroutines. That way you can have function related temporary state, IO-related state and stacks all taken care of simply.
To be more clear, I'm contesting that the only thing being discussed in the article is this convenience around writing state machines. I think whether or not you have to write non-trivial state machines by hand or have them generated by some convenient syntax is orthogonal to the bigger insight of what Sans-IO is going after.
I think the most important part here is that you write these state machines such that they perform no impure calculation on their own. In other words, you write state machines that must be driven by an event loop which is responsible for interpreting commands from those state machines and that all IO (and more generally, all impure calculation) is performed exclusively by that event loop.
It's much more possible to compose machines like this because they don't make as many assumptions on the runtime. It's not that they're reading from a blocking or non-blocking socket. It's that they process some chunk of bytes and _possibly_ want to send some chunk of bytes back. The event loop, constructed by the user of the state machine, is responsible for deciding how to read/write those bytes.
To "time-out" in sans-IO style means that your state machine has an `Instant` internally and, once called at a specific point in the future, compares the provided `now` parameter with the internal timeout and changes its state accordingly. See [0] for an example.
> but is absolutely the domain of a random library function that you might want to expose.
That entire `main` function is _not_ what you would expose as a library. The event loop should always live as high up in the stack as possible, thereby deferring the use of blocking or non-blocking IO and allowing composition with other sans-IO components.
You can absolutely write an event loop without async. You can set the read-timeout of the socket to the value of `poll_timeout() - Instant::now` and call `handle_timeout` in case your `UdpSocket::recv` call errors with a timeout. str0m has an example [1] like that in their repository.
> It's a bit jarring to introduce the concept as not requiring choices like async vs not, then immediately require the use of async in the event loop (required to drive the state machine to completion).
All the event loops you see in the post are solely there to ensure we have a working program but are otherwise irrelevant, esp. implementation details like using `tokio::select` and the like. Perhaps I should have made that clearer.
[0]: https://github.com/firezone/firezone/blob/1e7d3a40d213c9524a... [1]: https://github.com/algesten/str0m/blob/5b100e8a675cd8838cdd8...
This part of the post was clear -- I didn't ask any clarifications about that, my point was about what I see as "read or timeout", a reasonable functionality to expose as a external facing function.
The question is still "If I want to read or timeout, from inside a function I expose in a library that uses sans-IO style, how do I do that?".
It seems like the answer is "if you want to accomplish read or timeout at the library function level, you either busy wait or pull in an async runtime, but whatever calls your state machine has to take care of that at a higher level".
You see how this doesn't really work for me? Now I have to decide if my read_or_timeout() function exposed is either the default sync (and I have to figure out how long to wait, etc), or async.
It seems in sans-IO style read_or_timeout() would be sync, and do the necessary synchronous waiting internally, without the benefit of being able to run other tasks from unrelated state machines in the meantime.
> That entire `main` function is _not_ what you would expose as a library.
Disagree -- it's entirely reasonable to expose "read your public IP via STUN" as a library function. I think we can agree to disagree here.
> The event loop should always live as high up in the stack as possible, thereby deferring the use of blocking or non-blocking IO and allowing composition with other sans-IO components.
Sure... but that means the code you showed me should never be made into a library (we can agree to disagree there), and I think it's reasonable functionality for a library...
What am I missing here? From unrelated code, I want to call `get_ip_via_stun_or_timeout(hostnames: &[String], timeout: Duration) -> Option<String>`, is what I'm missing that I need to wrap this state machine in another to pass it up to the level above? That I need to essentially move the who-must-implement-the-event-loop one level up?
> You can absolutely write an event loop without async. You can set the read-timeout of the socket to the value of `poll_timeout() - Instant::now` and call `handle_timeout` in case your `UdpSocket::recv` call errors with a timeout. str0m has an example [1] like that in their repository.
Didn't say you couldn't!
What you've described is looping with a operation-supported timeout, which requires timeout integration at the function call level below you to return control. I get that this is a potential solution (I mentioned it in my edits on the first comment), but not mentioning it in the article was surprising to me.
The code I was expecting to find in that example is like the bit in strom:
https://github.com/algesten/str0m/blob/5b100e8a675cd8838cdd8...
Clearly (IMO evidenced by the article using this method), the most ergonomic way to do that is with a tokio::select, and that's what I would reach for as well -- but I thought a major point was to do it sans IO (where "IO" here basically means "async runtime").
Want to note again, this is not to do with the state machine (it's clear how you would use a passed in Instant to short circuit), but more about the implications of abstracting the use of the state machine.
> All the event loops you see in the post are solely there to ensure we have a working program but are otherwise irrelevant, esp. implementation details like using `tokio::select` and the like. Perhaps I should have made that clearer.
I personally think it exposes a downside of this method -- while I'm not a fan of simply opting in to either async (and whichever runtime smol/tokio/async-std/etc) or sync, what it seems like this pattern will force me to:
- Write all code as sync - Write sync code that does waiting based on operations that yielding back control early - Hold my own tokio runtime so I can do concurrent things (this, you argue against)
Async certainly can be hard to use and have many footguns, but this approach is certainly not free either.
At this point if I think I want to write a library that supports both sync and async use cases it feels like feature flags & separate implementations might produce an easier to understand outcome for me -- the sync version can even start as mostly `tokio::Runtime::block_on`s, and graduate to a more performant version with better custom-tailored efficiency (i.e. busy waiting).
Of course, I'm not disparaging the type state pattern here/using state machines -- just that I'd probably just use that from inside an async/sync-gated modules (and be able to share that code between two impls).
Essentially yes! For such a simple example as STUN, it may appear silly because the code that is abstracted away in a state machine is almost shorter than the event loop itself.
That very quickly changes as the complexity of your protocol increases though. The event loop is always roughly the same size yet the protocol can be almost arbitrarily nested and still reduces down to an API of `handle/poll_timeout`, `handle_input` & `handle_transmit`.
For example, we've been considering adding a QUIC stack next to the WireGuard tunnels as a control protocol in `snownet`. By using a sans-IO QUIC implementation like quinn, I can do that entirely as an implementation detail because it just slots into the existing state machine, next to ICE & WireGuard.
> At this point if I think I want to write a library that supports both sync and async use cases it feels like feature flags & separate implementations might produce an easier to understand outcome for me -- the sync version can even start as mostly `tokio::Runtime::block_on`s, and graduate to a more performant version with better custom-tailored efficiency (i.e. busy waiting).
> Of course, I'm not disparaging the type state pattern here/using state machines -- just that I'd probably just use that from inside an async/sync-gated modules (and be able to share that code between two impls).
This is what quinn does: It uses tokio + async to expose an API that uses `AsyncRead` and `AsyncWrite` and thus fully buys into the async ecosystem. The actual protocol implementation however - quinn-proto - is sans-IO.
The way I see this is that you can always build more convenience layers, whether or not they are in the same crate or not doesn't really matter for that. The key thing is that they should be optional. The problems of function colouring only exist if you don't focus on building the right thing: an IO-free implementation of your protocol. The protocol implementation is usually the hard bit, the one that needs to be correct and well-tested. Integration with blocking or non-blocking IO is just plumbing work that isn't difficult to write.
Fair point! Yeah that would allow error handling the state machine.
> > Lastly, and this is where using async falls apart: If you try to model these state machines with async, you can't use `&mut` to update shared state between them AND run multiple of these concurrently.
> I'm not sure that I see your point here. I think it's just you never have to think about concurrent access if there's no concurrency, but I'm sure I'm misunderstanding this somehow. Maybe you could expand on this a little?
Yeah sure! If you are up for it, you can dig into the actual code here: https://github.com/firezone/firezone/tree/main/rust/connlib/...
The requirements are:
1. Run N clients of the TURN protocol.
2. Run M connections (ICE agent + WireGuard tunnel).
3. Allow each connection to use each TURN client.
4. Everything must run over a single UDP socket (otherwise hole-punching doesn't work).
In theory, (3) could be relaxed a bit to not be a NxM matrix. It doesn't really change much though because one TURN allocation (i.e. remote address) needs to be usable by multiple connections.All of the above is managed as a single `Node` that is composed into a larger state machine that manages ACLs and uses this library to route IP packets to and from a TUN device. That is where the concurrent access comes in: We receive ACL updates via a WebSocket and change the routing logic as a result. Concurrently, we need to read from the TUN device and work out which WireGuard tunnel the packets needs to go through. A WireGuard tunnel may use one of the TURN clients to relay the packet in case a direct connection isn't possible. Lastly, we also need to read from the UDP socket, index into the correct connection based on the IP and decrypt incoming IP packets.
In summary, there are lots of state updates happening from multiple events and the state cannot be isolated into a single task where `&mut` would be an option. Instead, we need `&mut` access to pretty much everything upon each UDP packet from the network or IP packet from the TUN device.
> The Stun example is simple enough that it is achievable just with an async state machine.
I am fully aware of that. It needed to be simple to fit into the scope of a blog post that can be understood by people without a deep networking background. To explain sans-IO, I deliberately wanted a simple example so I could focus on sans-IO itself and not explaining the problem domain. With the basics in place, people can work out by themselves whether or not it is a good fit for their problem. Chances are, if they are struggling with lots of shared state between tasks, it could be!
STUN ties requests and responses together with a transaction ID that is encoded as an attribute in the message.
Modelling this using `Sink`s and `Stream`s is quite difficult. Sending out the request via a `Sink` is easy but how do you correctly dispatch the incoming response again?
For example, let's say you are running 3 TURN clients concurrently in 3 async tasks that use the referenced `Sink` + `Stream` abstractions. How do you go from reading from a single UDP socket to 3 streams that each contain the correct responses based on the transaction ID that was sent out? To read the transaction ID, you'd have to parse the message. We've established that we can do that partially outside and only send the `Result` in. But in addition to the 3 tasks, we'd need an orchestrating task that keeps a temporary state of sent transaction IDs (received via one of the `Sink`s) and then picks the correct `Stream` for the response.
It is doable but creates the kind of spaghetti code of channels where concerns are implemented in many different parts of the code. It also makes these things harder to test because I now need to wire up this orchestrating task with the TURN clients themselves to ensure this response mapping works correctly.
I don't think UdpFramed would fully work in your example, as it only works in terms of a single destination address for sending. I'd write a similar FramedMultiplexer implementation that combines a stream and a sink. I think this is probably what Node[1] already is effectively.
The stream is of either bytes / packets, or properly decoded messages (e.g. `enum Message { WireguardMessage, TurnMessage, StunMessage, IceMessage }`)
The sink is a of a tuple `(SocketAddr, Message)` (i.e. effectively your Transmit struct), and which is hooked up externally to a UdpSocket. It basically aggregates the output of the all the allocation / agent / connections.
The *_try_handle stuff doesn't really change much - it's still a lookup in a map to choose which allocation / agent / connection to write to.
> How do you go from reading from a single UDP socket to 3 streams that each contain the correct responses based on the transaction ID that was sent out
I think right now you're sending the response to the allocation that matches the server address[3] and then checking whether that allocation has the transaction id stored[4]. I guess you miss the ability to return false if the input to the allocation is a stream rather than just a method, but that doesn't preclude writing a function that's effectively the transaction check part of allocation, while still having your allocation inner loop just be read from stream, write to sink. (if transaction is one we sent, send the message to the allocation's task and let it handle it otherwise return false
> It is doable but creates the kind of spaghetti code of channels where concerns are implemented in many different parts of the code. It also makes these things harder to test because I now need to wire up this orchestrating task with the TURN clients themselves to ensure this response mapping works correctly.
I read through the node code and it feels a bit spaghetti to me as an outsider, because of the sans-io abstractions, not inspite of it. That comes from nature of the driving code being external to the code implementing the parts.
The counter point to the testing is that you're already doing this orchestration and need to test it. I'm not sure why having any of this as async changes that. The testing should be effectively "If a turn message comes in, then the right turn client sees the message" - that's a test you'd need to write regardless right?
[1]: https://en.wikipedia.org/wiki/Inversion_of_control (Incidentally, there's a line in the article where you call out the dependency inversion principle, but this is a bit more accurate a description of what's happening - they are related however).
[2]: https://github.com/firezone/firezone/blob/main/rust/connlib/...
[3]: https://github.com/firezone/firezone/blob/92a2a7852bad363e24...
[4]: https://github.com/firezone/firezone/blob/92a2a7852bad363e24...
In order to take advantage of that, I'd need to create one `async` method for each handshake with the TURN server, right? Like every `allocate`, every `refresh`, every `bind_channel` would need to be its own async function that takes in a `Sink` and `Stream` in order to get the benefit of having the Rust compiler generate the suspense-point for me upon waiting on the response. Who is driving these futures? Would you expect these to be be spawned into a runtime or would you use structured concurrency a la `FuturesUnordered`?
A single `Allocation` sends multiple of these requests and in the case of `bind_channel` concurrently. How would I initialise them? As far as I understand, I would need to be able to "split" an existing `Stream` + `Sink` pair by inserting another multiplexer in order to get a `Stream` that will only return responses for the messages that have been sent via its `Sink`, right?
I just don't see the appeal of all this infrastructure code to "gain" the code-gen that the Rust compiler can do for these request-response protocols. It took my a while to wrap my head around how `Node` should work but the state isn't that difficult to manage because it is all just request-response protocols. If the protocols would have more steps (i.e. more `.await` points in an async style), then it might get cumbersome and we'd need to think about an alternative.
> > It is doable but creates the kind of spaghetti code of channels where concerns are implemented in many different parts of the code. It also makes these things harder to test because I now need to wire up this orchestrating task with the TURN clients themselves to ensure this response mapping works correctly.
> I read through the node code and it feels a bit spaghetti to me as an outsider, because of the sans-io abstractions, not inspite of it. > That comes from nature of the driving code being external to the code implementing the parts.
It is interesting you say that. I've found that I never need to think about the driving code because it is infrastructure that is handled on a completely different layer. Instead, I can focus on the logic I want to implement.
The aspect I really like about the structure is that the call-stack in the source code corresponds to the data flow at runtime. That means I can mentally trace a packet via "jump to definition" in my editor. To me, that is the opposite of spaghetti code. Channels and tasks obfuscate the data flow and you end up jumping between definition site of a channel, tracing where it was initialised, followed by navigating to where the other end is handled etc.
> For example, we've been considering adding a QUIC stack next to the WireGuard tunnels as a control protocol in `snownet`. By using a sans-IO QUIC implementation like quinn, I can do that entirely as an implementation detail because it just slots into the existing state machine, next to ICE & WireGuard.
Have you found that this introduces a learning curve for new contributors? Being able to easily stand up another transport is pretty important, and I feel like I can whip together an async-required interface for a new protocol very easily (given I did a decent job with the required Traits and used the typestate pattern) where as sans-IO might be harder to reason about.
Thanks for pointing out quinn-proto (numerous times at this point) as well -- I'll take a look at the codebase and see what I can learn from it (as well as str0m).
[EDIT]
> The problems of function colouring only exist if you don't focus on building the right thing: an IO-free implementation of your protocol. The protocol implementation is usually the hard bit, the one that needs to be correct and well-tested.
The post, in a couple lines!
[EDIT2] Any good recommendations of a tiny protocol that might be a good walk through intro to this?
Something even simpler than Gopher or SMTP? Would be nice to have a really small thing to do a tiny project in.
I only have experience in packet-oriented ones so I'd suggest sticking to that. Perhaps WireGuard could be simple enough? It has a handshake and timers so some complexity but nothing too crazy.
DNS could be interesting too, because you may need to contact upstream resolvers if you don't have something cached.
I’d probably do CAS instead, it’s simpler IMO.
https://gist.github.com/joshka/af299be87dbd1f64060e47227b577...
I read the comment and I definitely agree (though it took me a while to get to where you landed), I think there are some benefits:
- More controllable/easy to reason about cancel safety (though this gets pushed up the stack somewhat). You just can't cancel a thread, but it turns out a ton of places in an async function are cancel points (everywhere you or some function calls .await, most obviuosly), and that can cause surprising problems.
- Ability to easily slap on both sync and async shells (I personally think it's not unforgivable to smuggle a tokio current thread runtime in as a dep and use block_on for async things internally, since callers are none the wiser)
Great comment though, very succinctly explained what I was getting at... I personally land on the "just make everything async" side of things. Not necessarily everything should be Send + Sync, but similar to Option/Result, I'd rather just start using async everywhere than try to make a sync world work.
There's also libraries like agnostic[0] that make it somewhat easier to support multiple runtimes (though I've done it in the past with feature flags).
> The problem with the approach suggested in the article is that it splits the flow (event loop) and logic (statemachine) from places where the flow is the logic (send a stun binding request, get an answer).
Very concisely put -- If I'm understanding OP's point of view, the answer to this might be "don't make the flow the logic"? basically rather encoding the flow as a state machine and passing that up to an upper event loop (essentially requiring the upper layer to do it).
Feels like there are at least 3 points in this design space:
- Sync only state machines (event loop must be at the outermost layer) - Sync state machines with possibly internal async (event loops could be anywhere) - Async everything (event loops are everywhere)