The problem with actor in rust is two fold and would prevent their use in this context I think:
- They need async. Otherwise you need to implement yielding in house, have one actor per thread, etc. OS code is usually sync / callback based.
- They need owned and usually send for all input. Since you have to send input / messages over a channel it makes it a requirement to have owned values and send if crossing thread boundaries. Very annoying requirement in rust.
- They need async. Otherwise you need to implement yielding in house, have one actor per thread, etc. OS code is usually sync / callback based.
- They need owned and usually send for all input. Since you have to send input / messages over a channel it makes it a requirement to have owned values and send if crossing thread boundaries. Very annoying requirement in rust.