oneshot is a single-header Asio-based scheduler-aware and thread-safe channel that does not block an entire thread when waiting on the receiver side. Instead, it cooperates with Asio's executor like other Asio-based io_objects (e.g., asio::steady_timer
).
By utilizing the fact that the channel can only transport a single value, the implementation is more efficient and lightweight than a reusable channel.
- The sender side never needs to wait.
oneshot::sender<T>
andoneshot::receiver<T>
types are move-only.- oneshot is thread-safe by default, meaning the sender and receiver parts can reside on different threads.
oneshot::sender<void>
andoneshot::receiver<void>
can be used to carry a signal.oneshot::create<T>()
can take a user-provided allocator for allocating the shared state.
The latest version of the single header can be downloaded from include/oneshot.hpp
.
//#define ONESHOT_ASIO_STANDALONE for stand-alone version of Asio
#include <oneshot.hpp>
#include <boost/asio.hpp>
#include <iostream>
namespace asio = boost::asio;
asio::awaitable<void>
sender_task(oneshot::sender<std::string> sender)
{
auto timer = asio::steady_timer{ co_await asio::this_coro::executor };
for (auto i = 1; i <= 3; i++)
{
timer.expires_after(std::chrono::seconds{ 1 });
co_await timer.async_wait();
std::cout << i << '\n';
}
sender.send("HOWDY!");
}
asio::awaitable<void>
receiver_task(oneshot::receiver<std::string> receiver)
{
std::cout << "Waiting on sender...\n";
co_await receiver.async_wait();
std::cout << "The result: " << receiver.get() << '\n';
}
int
main()
{
auto ctx = asio::io_context{};
auto [sender, receiver] = oneshot::create<std::string>();
asio::co_spawn(ctx, sender_task(std::move(sender)), asio::detached);
asio::co_spawn(ctx, receiver_task(std::move(receiver)), asio::detached);
ctx.run();
}
Output:
Waiting on sender...
1
2
3
The result: HOWDY!
Because oneshot uses type-erased deleter for its shared state, using custom allcoator doesn't change sender and receiver types.
auto [s, r] = oneshot::create<int, asio::recycling_allocator<int>>();
static_assert(std::is_same_v<decltype(s), oneshot::sender<int>>);
static_assert(std::is_same_v<decltype(r), oneshot::receiver<int>>);
static_assert(sizeof(oneshot::sender<std::string>) == sizeof(void*));
static_assert(sizeof(oneshot::receiver<std::string>) == sizeof(void*));
oneshot uses atomic operation for thread safety, and doesn't need to carry an instance of std::mutex
, also it uses internal refcounting for life time management instead of using std::shared_ptr
, these made the footprint of shared state very small (24 bytes on 64but machines for T
s that are less than 8 bytes).
static_assert(sizeof(oneshot::detail::shared_state<int>) == 3 * sizeof(void*));