Futurelock: A subtle risk in async Rust
41–50 of 251 posts
Re: Futurelock: A subtle risk in async Rust
#42Great read, and the example code makes sense. This stuff can be a nightmare to find, but once you do it's like a giant 1000 piece puzzle just clicks together instantly.
Indeed. One of the interesting side effects of being a remote company that records everything[0] is that we have the instant where the "1000 piece puzzle just clicks together" recorded, and it's honestly pretty wild. In this case, it was very much a shared brainstorming between four engineers (Eliza, Sean, John and Dave) -- and there is almost a passing of the baton where they start to imagine the kind of scenario th…
Re: Futurelock: A subtle risk in async Rust
#43If any rust designers are lurking about here: what made you decide to go for the async design pattern instead of the actor pattern, which - to me at least - seems so much cleaner and so much harder to get wrong? Ever since I started using Erlang it felt like I finally found 'the right way' when before then I did a lot of work with sockets and asynchronous worker threads. But even though it usually worked as advertise…
Not a Rust designer, but a big motivation for Rust's async design was wanting it to work on embedded, meaning no malloc and no threads. This unfortunately precludes the vast majority of the design space here, from active futures as seen in JS/C#/Go to the actor model. You can write code using the actor model with Tokio. But it's not natural to do so.
1. embedded hardware, like you mentioned
2. high-performance stuff
3. "embedding" in the cross-language sense, with foreign function calls
Of course the "don't use a lot of resources" thing that makes Rust/C/C++ good for tiny hardware also tends to be helpful for performance on bigger iron. Similarly, the "don't assume much about your runtime" thing that's necessary for bare metal programming also helps a lot with interfacing with other languages. And "run on a GPU" is kind of all three of those things at once.
So yeah, which of those concerns was async Rust really designed around? All of them I guess? It's kind of like, once you put on the systems programming goggles for long enough, all of those things kind of blend together?
Re: Futurelock: A subtle risk in async Rust
#44If any rust designers are lurking about here: what made you decide to go for the async design pattern instead of the actor pattern, which - to me at least - seems so much cleaner and so much harder to get wrong? Ever since I started using Erlang it felt like I finally found 'the right way' when before then I did a lot of work with sockets and asynchronous worker threads. But even though it usually worked as advertise…
Not a Rust designer, but a big motivation for Rust's async design was wanting it to work on embedded, meaning no malloc and no threads. This unfortunately precludes the vast majority of the design space here, from active futures as seen in JS/C#/Go to the actor model. You can write code using the actor model with Tokio. But it's not natural to do so.
So its a pity that Rust async design tried so hard to avoid any explicit allocations rather than using an explicit allocator that embedding can use to preallocate and reuse objects.
Re: Futurelock: A subtle risk in async Rust
#45Earlier quoted context omitted.
if you want your actors to be independent computation flows and they're in different coroutines or threads, then you need to arrange that the data source can not modify the data once it arrives at the destination, in order to be safe. in a single threaded fully cooperative environment you could ensure this by implication of only one coroutine running at a time, removing data races, but retaining logical ones. if you…
Isn't that something Rust is particularly good at, controlling the mutation of shared memory?
Re: Futurelock: A subtle risk in async Rust
#46I am wondering if there is a larger RFC for Rust to force users to not hold a variable across await points. In my mind futurelock is similar to keeping a sync lock across an await point. We have nothing right now to force a drop and I think the solution to that problem would help here.
Fundamentally, if you have two coroutines (or cooperatively scheduled threads or whatever), and one of them holds a lock, and the other one is awaiting the lock, and you don’t schedule the first one, you’re stuck.
I wonder if there’s a form of structured concurrency that would help. If I create two futures and start both of them (in Rust this means polling each one once) but do not continue to poll both, then I’m sort of making a mistake.
So imagine a world where, to poll a future at all, I need to have a nursery, and the nursery is passed in from my task and down the call stack. When I create a future, I can pass in my nursery, but that future then gets an exclusive reference to my future until it’s complete or cancelled. If I want to create more than one future that are live concurrently, I need to create a FutureGroup (that gets an exclusive reference to my nursery) and that allows me to create multiple sub-nurseries that can be used to make futures but cannot be used to poll them — instead I poll the FutureGroup.
(I have yet to try using an async/await system or a reactor or anything of the sort that is not very easy to screw up. My current pet peeve is this pattern:
data = await thingy.read()
What if thingy.read() succeeds but I am cancelled? This gets nasty is most programming languages. Python: the docs on when I can get cancelled are almost nonexistent, and it’s not obviously possible to catch the CancelledError such that I still have data and can therefore save it somewhere so it’s not lost. Rust: what if thingy thinks it has returned the data but I’m never polled again? Maybe this can’t happen if I’m careful, but that requires more thought than I’m really happy with.)Re: Futurelock: A subtle risk in async Rust
#47This sounds very similar to priority inversion. E.g. if you have Thread T_high running at high priority and thread T_low running at low priority, and T_low holds a lock that T_high wants to acquire, T_high won't get to run until T_low gets scheduled. The OS can detect this and make T_low "inherit" the priority of T_high. I wonder if there is a similar idea possible with tokio? E.g. if you are awaiting a Mutex held by…
> I wonder if there is a similar idea possible with tokio? E.g. if you are awaiting a Mutex held by a future that "can't run", then poll that future instead. Something like this could make sense for Tokio tasks . (I don't know how complicated their task scheduler is; maybe it already does stuff like this?) But it's not possible for futures within a task, as in this post. This goes all the way back to the "futures are…
Go, unlike Rust, does not really have a notion of intra-task concurrency; goroutines are the fundamental unit of concurrency and parallelism. So, the Go runtime can reason about dependencies between goroutines quite easily, since goroutines are the things which it is responsible for scheduling. The fact that channels are a language construct, rather than a library construct implemented in the language, is necessary for this too. In (async) Rust, on the other hand, tasks are the fundamental unit of parallelism, but not of concurrency; concurrency emerges from the composition of `Future`s, and a single task is a state machine which may execute any number of futures concurrently (but not in parallel), by polling them until they cannot proceed without waiting and then moving on to poll another future until it cannot proceed without waiting. But critically, this is not what the task scheduler sees; it interacts with these tasks as a single top-level `Future`, and is not able to look inside at the nested futures they are composed of.
This specific failure mode can actually only happen when multiple futures are polled concurrently but not in parallel within a single Tokio task. So, there is actually no way for the Tokio scheduler to have insight into this problem. You could imagine a deadlock detector in the Tokio runtime that operates on the task level, but it actually could never detect this problem, because when these operations execute in parallel, it actually cannot occur. In fact, one of the suggestions for how to avoid this issue is to select over spawned tasks rather than futures within the same task.
Re: Futurelock: A subtle risk in async Rust
#48Then maybe you should take a moment to pick more descriptive identifiers than future1, future2, future3, do_stuff, and do_async_thing. This coding style is atrocious.
Re: Futurelock: A subtle risk in async Rust
#49I fully agree that this and the cancellation issues discussed before can lead to surprising issues even to seasoned Rust experts. But I’m not sure what really can be improved under the main operating model of async rust (every future can be dropped).
But compared to working with callbacks the amount of surprising things is still rather low :)
Re: Futurelock: A subtle risk in async Rust
#50Earlier quoted context omitted.
Those pages are out of date, and AsyncDrop is in progress: https://github.com/rust-lang/rust/issues/126482 I think "practically rudderless" here is fairly misinformed and a little harmful/rude to all the folks doing tons of great work still. It's a shame there are some stale pages around and so on, but they're not good measures of the state of the project or ecosystem. The problem of holding objects across async poin…
> I think "practically rudderless" here is fairly misinformed and a little harmful/rude to all the folks doing tons of great work still. That great work is mostly opaque on the outside. What's been noticeable as an observer is that a lot of the well known names associated with rust no longer work on it and there's been a large amount of turnover around it. That manifests in things like this case where work was in pro…
That's not always super visible if you're not following the working groups or in contact with folks working on the stuff. It's entirely fair that they're prioritizing getting work done than explaining low level language challenges to everyone everywhere.
I think you're seeing a lack of data and trying to use that as a justification to fit a story that you like, more than seeing data that is derivative of the story that you like. Of course some people were horribly disrupted by the changes, but language usage also expanded substantially during and since that time, and there are many team members employed by many other organizations, and many independents too.
And there are more docs, anyway:
https://rust-lang.github.io/rust-project-goals/2024h2/async.... https://rust-lang.github.io/rust-project-goals/2025h1/async.... https://rust-lang.github.io/rust-project-goals/2025h2/field-... https://rust-lang.github.io/rust-project-goals/2025h2/evolvi... https://rust-lang.github.io/rust-project-goals/2025h2/goals....