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Architecture

Meyn edited this page Dec 15, 2025 · 1 revision

$\text{\color{purple}Architecture Deep Dive}$

This document provides a comprehensive technical overview of $\text{\color{gray}Shard.\color{orange}Requests}$ internal architecture, design decisions, and implementation details.

Table of Contents


$\text{\color{lightblue}Type Hierarchy}$

Complete Type Graph

┌─────────────────────────────────────────────────────────────────┐
│                          INTERFACES                              │
├─────────────────────────────────────────────────────────────────┤
│                                                                  │
│  IRequest                                                        │
│  ├─ State: RequestState                                         │
│  ├─ StateChanged: EventHandler<RequestState>                    │
│  ├─ Priority: RequestPriority                                   │
│  ├─ Task: Task                                                  │
│  ├─ Exception: AggregateException?                              │
│  ├─ SubsequentRequest: IRequest?                                │
│  ├─ StartRequestAsync(): Task                                   │
│  ├─ Start(): void                                               │
│  ├─ Pause(): void                                               │
│  ├─ Cancel(): void                                              │
│  └─ TrySetIdle(): bool                                          │
│                                                                  │
│  IProgressableRequest : IRequest                                │
│  └─ Progress: Progress<float>                                   │
│                                                                  │
│  IRequestContainer<TRequest> : IRequest, IEnumerable<TRequest>  │
│  ├─ Count: int                                                  │
│  ├─ Add(TRequest): void                                         │
│  ├─ AddRange(params TRequest[]): void                           │
│  ├─ Remove(params TRequest[]): void                             │
│  ├─ SetPriority(RequestPriority): void                          │
│  └─ WaitForCurrentRequestsAsync(CancellationToken): Task        │
│                                                                  │
│  IRequestHandler : IRequestContainer<IRequest>                  │
│  ├─ CancellationToken: CancellationToken                        │
│  └─ DefaultSynchronizationContext: SynchronizationContext       │
│                                                                  │
└─────────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────────┐
│                      ABSTRACT CLASSES                            │
├─────────────────────────────────────────────────────────────────┤
│                                                                  │
│  Request<TOptions, TCompleted, TFailed> : IRequest, IDisposable │
│  └─ implements: IValueTaskSource (efficient awaiting)           │
│                                                                  │
└─────────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────────┐
│                    CONCRETE IMPLEMENTATIONS                      │
├─────────────────────────────────────────────────────────────────┤
│                                                                  │
│  OwnRequest : Request<...>                                      │
│  RequestContainer<TRequest> : IRequestContainer<TRequest>       │
│  ProgressableContainer<TRequest> : RequestContainer<TRequest>   │
│  ParallelRequestHandler : IRequestHandler                       │
│  SequentialRequestHandler : IRequestHandler                     │
│                                                                  │
└─────────────────────────────────────────────────────────────────┘

Relationships

  • $\text{\color{green}Composition}$: Request contains RequestOptions, CancellationTokenSource, RequestStateMachine
  • $\text{\color{blue}Aggregation}$: RequestContainer aggregates IRequest[], RequestHandler manages IRequest queue
  • $\text{\color{red}Dependency}$: Request depends on IRequestHandler for execution, RequestHandler depends on priority channels

$\text{\color{orange}State Machine Design}$

RequestStateMachine Implementation

public class RequestStateMachine
{
    private int _stateInt;

    public RequestState State => (RequestState)Volatile.Read(ref _stateInt);

    public Action<RequestState, RequestState>? OnStateChanged { get; set; }

    public bool TrySetState(RequestState from, RequestState to)
    {
        int currentInt = (int)from;
        int newInt = (int)to;

        // Lock-free atomic compare-and-swap
        int oldInt = Interlocked.CompareExchange(ref _stateInt, newInt, currentInt);

        if (oldInt == currentInt)
        {
            // Transition succeeded
            OnStateChanged?.Invoke(from, to);
            return true;
        }

        // Transition failed (state changed concurrently)
        return false;
    }

    public bool TrySetStateMulti(RequestState to, params RequestState[] from)
    {
        foreach (var fromState in from)
        {
            if (TrySetState(fromState, to))
                return true;
        }
        return false;
    }
}

State Transition Table

Individual Request (RequestStateMachine):

From State Valid To States
$\text{\color{orange}Paused}$ $\text{\color{gray}Idle}$, $\text{\color{blue}Waiting}$, $\text{\color{red}Cancelled}$
$\text{\color{gray}Idle}$ $\text{\color{green}Running}$, $\text{\color{red}Cancelled}$
$\text{\color{blue}Waiting}$ $\text{\color{gray}Idle}$, $\text{\color{red}Cancelled}$
$\text{\color{green}Running}$ $\text{\color{orange}Paused}$, $\text{\color{green}Completed}$, $\text{\color{red}Failed}$, $\text{\color{red}Cancelled}$
$\text{\color{green}Completed}$ (terminal)
$\text{\color{red}Failed}$ (terminal)
$\text{\color{red}Cancelled}$ (terminal)

Container/Handler (RequestContainerStateMachine):

From State Valid To States
$\text{\color{gray}Idle}$ $\text{\color{green}Running}$, $\text{\color{orange}Paused}$, $\text{\color{red}Cancelled}$
$\text{\color{green}Running}$ $\text{\color{gray}Idle}$, $\text{\color{orange}Paused}$, $\text{\color{red}Cancelled}$
$\text{\color{orange}Paused}$ $\text{\color{gray}Idle}$, $\text{\color{green}Running}$, $\text{\color{red}Cancelled}$
$\text{\color{red}Cancelled}$ $\text{\color{gray}Idle}$ (recovery)
$\text{\color{blue}Waiting}$ $\text{\color{gray}Idle}$, $\text{\color{red}Cancelled}$
$\text{\color{green}Completed}$ $\text{\color{gray}Idle}$ (restart)
$\text{\color{red}Failed}$ $\text{\color{gray}Idle}$ (restart)

Design Rationale

Why Lock-Free?

  • Performance: No contention on state reads/writes
  • Predictability: No lock convoy effect
  • Correctness: ABA problem avoided with validation

Why CompareExchange?

  • Atomic operation ensures only one thread succeeds
  • Failed transitions indicate concurrent modification
  • Enables retry logic at caller level

Example Transition Flow:

// In Request.Start():
if (_stateMachine.TrySetState(RequestState.Paused, RequestState.Idle))
{
    // Successfully transitioned, proceed
    Options.Handler.Add(this);
}
else
{
    // State was changed concurrently, check new state
    if (State == RequestState.Running)
        return; // Already running, nothing to do
}

$\text{\color{green}Priority Queue Implementation}$

Quaternary Min-Heap

Why Quaternary (4-ary) instead of Binary?

  • Reduced Tree Depth: $\log_4 n$ vs $\log_2 n$ = ~50% fewer levels
  • Better Cache Locality: More children per node → fewer pointer chases
  • Efficient Heap Operations: Fewer comparisons per level

Data Structure

public class ConcurrentPriorityQueue<TElement>
{
    private PriorityItem<TElement>[] _heap;
    private int _size;
    private long _globalInsertionCounter; // FIFO within same priority
    private readonly object _lock = new();

    // Priority item with insertion order for FIFO
    private record struct PriorityItem<T>(float Priority, T Item, long Order);
}

Index Calculations

        [0]
       / | \ \
   [1][2][3][4]
   / | \ \
[5][6][7][8] ...
// Parent of index i:  (i - 1) / 4
private static int GetParentIndex(int index) => (index - 1) >> 2;

// First child of index i:  i * 4 + 1
private static int GetFirstChildIndex(int index) => (index << 2) + 1;

// Children of index i:  [i*4+1, i*4+2, i*4+3, i*4+4]

Enqueue Operation

public void Enqueue(TElement item, float priority)
{
    long order = Interlocked.Increment(ref _globalInsertionCounter);

    lock (_lock)
    {
        EnsureCapacity();

        int index = _size;
        _heap[index] = new PriorityItem<TElement>(priority, item, order);
        _size++;

        MoveUp(index); // Bubble up to correct position
    }
}

private void MoveUp(int index)
{
    var item = _heap[index];

    while (index > 0)
    {
        int parentIndex = GetParentIndex(index);
        var parent = _heap[parentIndex];

        // Compare by priority, then insertion order
        if (CompareItems(item, parent) >= 0)
            break; // Correct position found

        // Swap with parent
        _heap[index] = parent;
        index = parentIndex;
    }

    _heap[index] = item;
}

private int CompareItems(PriorityItem<TElement> a, PriorityItem<TElement> b)
{
    int priorityComp = a.Priority.CompareTo(b.Priority);
    if (priorityComp != 0)
        return priorityComp; // Different priorities

    // Same priority: earlier insertion (lower order) = higher priority
    return a.Order.CompareTo(b.Order);
}

Complexity: $\text{\color{orange}O(log}_4\text{ n)}$ comparisons, $\text{\color{orange}O(log}_4\text{ n)}$ swaps

Dequeue Operation

public bool TryDequeue(out TElement? item, out float priority)
{
    lock (_lock)
    {
        if (_size == 0)
        {
            item = default;
            priority = default;
            return false;
        }

        // Extract min (root)
        var minItem = _heap[0];
        item = minItem.Item;
        priority = minItem.Priority;

        _size--;

        if (_size > 0)
        {
            // Move last item to root
            _heap[0] = _heap[_size];
            MoveDown(0); // Bubble down to correct position
        }

        return true;
    }
}

private void MoveDown(int index)
{
    var item = _heap[index];

    while (true)
    {
        int firstChildIndex = GetFirstChildIndex(index);
        if (firstChildIndex >= _size)
            break; // No children

        // Find smallest among up to 4 children
        int smallestChildIndex = firstChildIndex;
        var smallestChild = _heap[firstChildIndex];

        for (int i = 1; i < 4 && firstChildIndex + i < _size; i++)
        {
            var child = _heap[firstChildIndex + i];
            if (CompareItems(child, smallestChild) < 0)
            {
                smallestChildIndex = firstChildIndex + i;
                smallestChild = child;
            }
        }

        if (CompareItems(item, smallestChild) <= 0)
            break; // Correct position found

        // Swap with smallest child
        _heap[index] = smallestChild;
        index = smallestChildIndex;
    }

    _heap[index] = item;
}

Complexity: $\text{\color{orange}O(log}_4\text{ n)}$ comparisons (up to 4 per level), $\text{\color{orange}O(log}_4\text{ n)}$ swaps

FIFO Ordering Within Priority

private long _globalInsertionCounter = 0;

// On enqueue:
long order = Interlocked.Increment(ref _globalInsertionCounter); // Thread-safe increment

// In comparison:
if (a.Priority == b.Priority)
    return a.Order.CompareTo(b.Order); // Lower order = inserted earlier = higher priority

Guarantees:

  • Requests with same priority are dequeued in insertion order (FIFO)
  • Global counter prevents ABA problem
  • Thread-safe via Interlocked operations

$\text{\color{blue}Channel Architecture}$

DynamicPriorityChannel

Wraps ConcurrentPriorityQueue with System.Threading.Channels-like interface.

public class DynamicPriorityChannel<TElement> : IPriorityChannel<TElement>
{
    private readonly ConcurrentPriorityQueue<TElement> _queue;
    private readonly ParallelChannelOptions _options;
    private readonly SemaphoreSlim _semaphore;

    public ChannelReader<PriorityItem<TElement>> Reader { get; }
    public ChannelWriter<PriorityItem<TElement>> Writer { get; }
}

Reader Implementation

public class DynamicPriorityChannelReader : ChannelReader<PriorityItem<TElement>>
{
    public override bool TryRead(out PriorityItem<TElement> item)
    {
        return _parent._queue.TryDequeue(out item);
    }

    public override ValueTask<PriorityItem<TElement>> ReadAsync(CancellationToken ct)
    {
        if (TryRead(out var item))
            return new ValueTask<PriorityItem<TElement>>(item);

        // Wait for item availability
        return ReadSlowAsync(ct);
    }

    private async ValueTask<PriorityItem<TElement>> ReadSlowAsync(CancellationToken ct)
    {
        var asyncOp = new AsyncOperation<PriorityItem<TElement>>();

        lock (_parent._blockedReaders)
        {
            // Double-check after lock
            if (TryRead(out var item))
                return item;

            // Add to blocked readers queue
            _parent._blockedReaders.Enqueue(asyncOp);
        }

        // Wait for writer to signal
        return await asyncOp.Task.ConfigureAwait(false);
    }
}

Writer Implementation

public class DynamicPriorityChannelWriter : ChannelWriter<PriorityItem<TElement>>
{
    public override bool TryWrite(PriorityItem<TElement> item)
    {
        _parent._queue.Enqueue(item.Item, item.Priority);

        // Wake up blocked readers
        lock (_parent._blockedReaders)
        {
            if (_parent._blockedReaders.TryDequeue(out var blockedReader))
            {
                // Signal waiting reader
                blockedReader.TrySetResult(item);
            }
        }

        return true;
    }
}

Parallel Execution with RunParallelReader

public async Task RunParallelReader(
    Func<PriorityItem<TElement>, CancellationToken, ValueTask> handler,
    CancellationToken ct)
{
    await Parallel.ForEachAsync(
        ReadAllAsync(ct), // Async enumerable
        new ParallelOptions
        {
            MaxDegreeOfParallelism = _options.MaxDegreeOfParallelism,
            CancellationToken = ct
        },
        async (item, token) =>
        {
            // Throttle with semaphore
            await _semaphore.WaitAsync(token);
            try
            {
                await handler(item, token);
            }
            finally
            {
                _semaphore.Release();
            }
        });
}

Dynamic Parallelism Adjustment

_options.DegreeOfParallelismChangedDelta += (sender, delta) =>
{
    if (delta > 0)
    {
        // Increase available permits
        _semaphore.Release(delta);
    }
    else if (delta < 0)
    {
        // Decrease available permits (async wait to drain)
        _ = Task.Run(async () =>
        {
            for (int i = 0; i < Math.Abs(delta); i++)
                await _semaphore.WaitAsync(_options.CancellationToken);
        });
    }
};

$\text{\color{purple}Request Lifecycle}$

Complete Execution Flow

┌─────────────────────────────────────────────────────────────────┐
│ 1. CREATION                                                      │
├─────────────────────────────────────────────────────────────────┤
│ var request = new OwnRequest(..., options);                     │
│ - Captures SynchronizationContext                               │
│ - Initializes state machine (Paused)                            │
│ - Creates CancellationTokenSource                               │
│ - Registers callbacks                                           │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 2. AUTO-START (if AutoStart = true)                             │
├─────────────────────────────────────────────────────────────────┤
│ AutoStart() called in constructor                               │
│ - Calls Start()                                                 │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 3. START                                                         │
├─────────────────────────────────────────────────────────────────┤
│ request.Start()                                                 │
│ - If DeployDelay: Paused → Waiting → (delay) → Idle            │
│ - Else: Paused → Idle                                           │
│ - Adds to handler: Options.Handler.Add(this)                    │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 4. QUEUED IN HANDLER                                            │
├─────────────────────────────────────────────────────────────────┤
│ Handler enqueues in priority queue                              │
│ - Priority: High (0) > Normal (1) > Low (2)                     │
│ - FIFO within same priority level                               │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 5. DEQUEUED FOR EXECUTION                                       │
├─────────────────────────────────────────────────────────────────┤
│ Handler dequeues highest-priority request                       │
│ - Calls IRequest.StartRequestAsync()                            │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 6. EXECUTION START                                              │
├─────────────────────────────────────────────────────────────────┤
│ StartRequestAsync()                                             │
│ - Idle → Running                                                │
│ - Fires RequestStarted callback                                 │
│ - Sets AsyncLocal context (for Yield)                           │
│ - Calls ExecuteInternalAsync()                                  │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 7. REQUEST LOGIC EXECUTION                                      │
├─────────────────────────────────────────────────────────────────┤
│ ExecuteInternalAsync() → RunRequestAsync() (user code)          │
│ - May call await Request.Yield() (cooperative pause/cancel)     │
│ - Returns RequestReturn { Successful, CompletedReturn, ... }    │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 8. RESULT PROCESSING                                            │
├─────────────────────────────────────────────────────────────────┤
│ ProcessResultAsync(RequestReturn result)                        │
│                                                                  │
│ If Successful:                                                  │
│   - Running → Completed                                         │
│   - Fires RequestCompleted callback                             │
│   - Sets TaskCompletionSource result                            │
│                                                                  │
│ If Failed:                                                      │
│   - Increment AttemptCounter                                    │
│   - If AttemptCounter < NumberOfAttempts:                       │
│       - If DelayBetweenAttempts: Running → Waiting → Idle       │
│       - Else: Running → Idle                                    │
│       - Re-add to handler (RETRY)                               │
│   - Else:                                                       │
│       - Running → Failed (terminal)                             │
│       - Fires RequestFailed callback                            │
│       - Sets TaskCompletionSource exception                     │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 9. SUBSEQUENT REQUEST HANDLING (if configured)                  │
├─────────────────────────────────────────────────────────────────┤
│ If SubsequentRequest != null:                                   │
│   - If parent Completed: Start subsequent immediately           │
│   - If parent Failed/Cancelled: Dispose subsequent (cascade)    │
└─────────────────────────────────────────────────────────────────┘
                         ↓
┌─────────────────────────────────────────────────────────────────┐
│ 10. DISPOSAL                                                    │
├─────────────────────────────────────────────────────────────────┤
│ request.Dispose()                                               │
│ - Disposes CancellationTokenSource                              │
│ - Clears callbacks                                              │
│ - Removes from handler                                          │
└─────────────────────────────────────────────────────────────────┘

Pause/Resume Flow

┌──────────────────────────────────┐
│ User calls request.Pause()       │
│ - Running → Paused               │
└──────────────────────────────────┘
           ↓
┌──────────────────────────────────┐
│ Next await Request.Yield()       │
│ - Checks State == Paused         │
│ - Creates TaskCompletionSource   │
│ - Awaits TCS.Task (blocks)       │
└──────────────────────────────────┘
           ↓
┌──────────────────────────────────┐
│ User calls request.Start()       │
│ - Paused → Running               │
│ - Calls StartRequestAsync()      │
└──────────────────────────────────┘
           ↓
┌──────────────────────────────────┐
│ StartRequestAsync() resumes      │
│ - Sets TCS result                │
│ - Unblocks Yield()               │
│ - Execution continues            │
└──────────────────────────────────┘

$\text{\color{red}Container Architecture}$

RequestContainer Structure

public class RequestContainer<TRequest> : IRequestContainer<TRequest>
    where TRequest : IRequest
{
    private volatile TRequest?[] _requests = Array.Empty<TRequest?>();
    private int _count = 0;
    private readonly object _writeLock = new(); // Spin-lock
    private TaskCompletionSource _taskCompletionSource;
    private readonly RequestContainerStateMachine _stateMachine;
}

Dynamic Array Management

public void Add(TRequest request)
{
    lock (_writeLock)
    {
        // Ensure capacity
        if (_count == _requests.Length)
        {
            int newCapacity = _requests.Length == 0 ? 4 : _requests.Length * 2;
            var newArray = new TRequest?[newCapacity];
            Array.Copy(_requests, newArray, _count);
            _requests = newArray; // Volatile write
        }

        _requests[_count++] = request;

        // Subscribe to state changes
        request.StateChanged += OnChildStateChanged;

        // Apply container state to new request
        if (State == RequestState.Running)
            request.Start();
        else if (State == RequestState.Paused)
            request.Pause();

        NewTaskCompletion(); // Recreate TCS for new total
    }
}

State Aggregation

private void OnChildStateChanged(object? sender, RequestState newState)
{
    // Recalculate container state
    var calculatedState = CalculateState();

    if (_stateMachine.TrySetState(State, calculatedState))
    {
        // State changed, fire event
        StateChanged?.Invoke(this, calculatedState);
    }
}

private RequestState CalculateState()
{
    var snapshot = _requests; // Volatile read
    int count = _count;

    // Count each state
    var stateCounts = new Dictionary<RequestState, int>();

    for (int i = 0; i < count; i++)
    {
        var request = snapshot[i];
        if (request != null)
        {
            var state = request.State;
            stateCounts[state] = stateCounts.GetValueOrDefault(state) + 1;
        }
    }

    // Priority order: Failed > Running > Cancelled > Idle > Waiting > Completed > Paused
    if (stateCounts.GetValueOrDefault(RequestState.Failed) > 0)
        return RequestState.Failed;
    if (stateCounts.GetValueOrDefault(RequestState.Running) > 0)
        return RequestState.Running;
    if (stateCounts.GetValueOrDefault(RequestState.Cancelled) > 0)
        return RequestState.Cancelled;
    if (stateCounts.GetValueOrDefault(RequestState.Idle) > 0)
        return RequestState.Idle;
    if (stateCounts.GetValueOrDefault(RequestState.Waiting) > 0)
        return RequestState.Waiting;
    if (stateCounts.GetValueOrDefault(RequestState.Completed) > 0)
        return RequestState.Completed;

    return RequestState.Paused;
}

ProgressableContainer O(1) Updates

public class ProgressableContainer<TRequest> : RequestContainer<TRequest>
    where TRequest : IProgressableRequest
{
    private readonly CombinableProgress _combinedProgress = new();

    private class CombinableProgress
    {
        private float _currentAverage = 0f;
        private readonly List<float> _values = new();
        private readonly object _lock = new();

        public void UpdateProgress(int index, float newValue)
        {
            lock (_lock)
            {
                float oldValue = _values[index];

                // Incremental average update: O(1)
                // new_avg = old_avg + (new_val - old_val) / count
                _currentAverage += (newValue - oldValue) / _values.Count;

                _values[index] = newValue;

                // Report aggregated progress
                ((IProgress<float>)this).Report(_currentAverage);
            }
        }
    }
}

Why Incremental?

  • O(1) vs O(n): No need to sum all values on each update
  • Lock Time: Minimal lock hold time
  • Accuracy: Mathematically equivalent to full recalculation

$\text{\color{orange}Thread Safety Mechanisms}$

Lock-Free State Transitions

// Atomic compare-and-swap
int old = Interlocked.CompareExchange(ref _stateInt, (int)to, (int)from);
return old == (int)from; // Success if value matched expectation

Volatile Reads for Container Array

private volatile TRequest?[] _requests; // Volatile ensures visibility

public TRequest?[] GetSnapshot()
{
    return _requests; // Volatile read, sees latest writes
}

Spin-Lock for Container Writes

private readonly object _writeLock = new();

public void Add(TRequest request)
{
    lock (_writeLock) // Spin-based lock for short critical sections
    {
        // Modify array
    }
}

SynchronizationContext for Callbacks

if (SynchronizationContext != null)
    SynchronizationContext.Post(s_callback, state); // Marshal to original context
else
    callback.Invoke(state); // Direct invoke (thread pool)

Global Insertion Counter

private long _globalInsertionCounter;

long order = Interlocked.Increment(ref _globalInsertionCounter); // Thread-safe increment

$\text{\color{green}Performance Optimizations}$

1. Quaternary Heap

  • 50% fewer tree levels than binary heap
  • Better cache locality

2. Lock-Free State Machine

  • No contention on state reads
  • CompareExchange for atomic writes

3. Fast-Path Yielding

if (!Token.IsCancellationRequested && State != Running)
    return ValueTask.CompletedTask; // No allocation

4. IValueTaskSource

  • Zero-allocation awaiting for pause/resume

5. Incremental Progress Averaging

  • O(1) updates instead of O(n) summation

6. Static Callbacks

private static readonly SendOrPostCallback s_callback = state => { ... };
// Shared across all instances, no allocations

7. Volatile Reads with Write Locks

  • Readers lock-free (volatile read)
  • Writers use lock (rare operation)

8. Dynamic Array Growth

  • Factor-of-2 growth prevents frequent reallocations
  • Amortized O(1) append

Summary

$\text{\color{gray}Shard.\color{orange}Requests}$ architecture demonstrates:

  • $\text{\color{lightblue}Type Hierarchy}$: Clean interfaces with extensible implementations
  • $\text{\color{orange}State Machines}$: Lock-free atomic transitions for correctness and performance
  • $\text{\color{green}Priority Queues}$: Quaternary heap with FIFO ordering for efficient scheduling
  • $\text{\color{blue}Channels}$: Flexible async reader/writer pattern with dynamic parallelism
  • $\text{\color{purple}Lifecycle}$: Complete flow from creation to disposal with retry and chaining
  • $\text{\color{red}Containers}$: Smart state aggregation with O(1) progress tracking
  • $\text{\color{orange}Thread Safety}$: Mix of lock-free, volatile, and lock-based mechanisms
  • $\text{\color{green}Performance}$: Numerous optimizations for zero-allocation hot paths

This architecture enables high-throughput, low-latency async workflows suitable for production systems.

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