Yesterday I was giving a talk about the new C# “async” feature, in particular delving into what the generated code looked like, and the GetAwaiter() / BeginAwait() / EndAwait() calls.
We looked in some detail at the state machine generated by the C# compiler, and there were two aspects we couldn’t understand:
- Why the generated class contains a
Dispose()method and a$__disposingvariable, which never appear to be used (and the class doesn’t implementIDisposable). - Why the internal
statevariable is set to 0 before any call toEndAwait(), when 0 normally appears to mean “this is the initial entry point”.
I suspect the first point could be answered by doing something more interesting within the async method, although if anyone has any further information I’d be glad to hear it. This question is more about the second point, however.
Here’s a very simple piece of sample code:
using System.Threading.Tasks;
class Test
{
static async Task<int> Sum(Task<int> t1, Task<int> t2)
{
return await t1 + await t2;
}
}
… and here’s the code which gets generated for the MoveNext() method which implements the state machine. This is copied directly from Reflector – I haven’t fixed up the unspeakable variable names:
public void MoveNext()
{
try
{
this.$__doFinallyBodies = true;
switch (this.<>1__state)
{
case 1:
break;
case 2:
goto Label_00DA;
case -1:
return;
default:
this.<a1>t__$await2 = this.t1.GetAwaiter<int>();
this.<>1__state = 1;
this.$__doFinallyBodies = false;
if (this.<a1>t__$await2.BeginAwait(this.MoveNextDelegate))
{
return;
}
this.$__doFinallyBodies = true;
break;
}
this.<>1__state = 0;
this.<1>t__$await1 = this.<a1>t__$await2.EndAwait();
this.<a2>t__$await4 = this.t2.GetAwaiter<int>();
this.<>1__state = 2;
this.$__doFinallyBodies = false;
if (this.<a2>t__$await4.BeginAwait(this.MoveNextDelegate))
{
return;
}
this.$__doFinallyBodies = true;
Label_00DA:
this.<>1__state = 0;
this.<2>t__$await3 = this.<a2>t__$await4.EndAwait();
this.<>1__state = -1;
this.$builder.SetResult(this.<1>t__$await1 + this.<2>t__$await3);
}
catch (Exception exception)
{
this.<>1__state = -1;
this.$builder.SetException(exception);
}
}
It’s long, but the important lines for this question are these:
// End of awaiting t1
this.<>1__state = 0;
this.<1>t__$await1 = this.<a1>t__$await2.EndAwait();
// End of awaiting t2
this.<>1__state = 0;
this.<2>t__$await3 = this.<a2>t__$await4.EndAwait();
In both cases the state is changed again afterwards before it’s next obviously observed… so why set it to 0 at all? If MoveNext() were called again at this point (either directly or via Dispose) it would effectively start the async method again, which would be wholly inappropriate as far as I can tell… if and MoveNext() isn’t called, the change in state is irrelevant.
Is this simply a side-effect of the compiler reusing iterator block generation code for async, where it may have a more obvious explanation?
Important disclaimer
Obviously this is just a CTP compiler. I fully expect things to change before the final release – and possibly even before the next CTP release. This question is in no way trying to claim this is a flaw in the C# compiler or anything like that. I’m just trying to work out whether there’s a subtle reason for this that I’ve missed 🙂
Okay, I finally have a real answer. I sort of worked it out on my own, but only after Lucian Wischik from the VB part of the team confirmed that there really is a good reason for it. Many thanks to him – and please visit his blog (on archive.org), which rocks.
The value 0 here is only special because it’s not a valid state which you might be in just before the
awaitin a normal case. In particular, it’s not a state which the state machine may end up testing for elsewhere. I believe that using any non-positive value would work just as well: -1 isn’t used for this as it’s logically incorrect, as -1 normally means "finished". I could argue that we’re giving an extra meaning to state 0 at the moment, but ultimately it doesn’t really matter. The point of this question was finding out why the state is being set at all.The value is relevant if the await ends in an exception which is caught. We can end up coming back to the same await statement again, but we mustn’t be in the state meaning "I’m just about to come back from that await" as otherwise all kinds of code would be skipped. It’s simplest to show this with an example. Note that I’m now using the second CTP, so the generated code is slightly different to that in the question.
Here’s the async method:
Conceptually, the
SimpleAwaitablecan be any awaitable – maybe a task, maybe something else. For the purposes of my tests, it always returns false forIsCompleted, and throws an exception inGetResult.Here’s the generated code for
MoveNext:I had to move
Label_ContinuationPointto make it valid code – otherwise it’s not in the scope of thegotostatement – but that doesn’t affect the answer.Think about what happens when
GetResultthrows its exception. We’ll go through the catch block, incrementi, and then loop round again (assumingiis still less than 3). We’re still in whatever state we were before theGetResultcall… but when we get inside thetryblock we must print "In Try" and callGetAwaiteragain… and we’ll only do that if state isn’t 1. Without thestate = 0assignment, it will use the existing awaiter and skip theConsole.WriteLinecall.It’s a fairly tortuous bit of code to work through, but that just goes to show the kinds of thing that the team has to think about. I’m glad I’m not responsible for implementing this 🙂