Mercurial > pub > ImplabNet
annotate Implab/Parallels/DispatchPool.cs @ 79:05e6468f066f v2
sync
author | cin |
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date | Mon, 22 Sep 2014 18:20:49 +0400 |
parents | 2fc0fbe7d58b |
children | 4f20870d0816 |
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15 | 1 using System; |
2 using System.Collections.Generic; | |
3 using System.Linq; | |
4 using System.Text; | |
5 using System.Threading; | |
6 using System.Diagnostics; | |
7 | |
8 namespace Implab.Parallels { | |
9 public abstract class DispatchPool<TUnit> : IDisposable { | |
10 readonly int m_minThreads; | |
11 readonly int m_maxThreads; | |
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12 |
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13 int m_createdThreads = 0; // the current size of the pool |
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14 int m_activeThreads = 0; // the count of threads which are active |
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15 int m_sleepingThreads = 0; // the count of currently inactive threads |
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16 int m_maxRunningThreads = 0; // the meximum reached size of the pool |
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17 int m_exitRequired = 0; // the pool is going to shutdown, all unused workers are released |
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18 int m_releaseTimeout = 100; // the timeout while the working thread will wait for the new tasks before exit |
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19 int m_wakeEvents = 0; // the count of wake events |
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20 |
15 | 21 AutoResetEvent m_hasTasks = new AutoResetEvent(false); |
22 | |
23 protected DispatchPool(int min, int max) { | |
24 if (min < 0) | |
25 throw new ArgumentOutOfRangeException("min"); | |
26 if (max <= 0) | |
27 throw new ArgumentOutOfRangeException("max"); | |
28 | |
29 if (min > max) | |
30 min = max; | |
31 m_minThreads = min; | |
32 m_maxThreads = max; | |
33 } | |
34 | |
35 protected DispatchPool(int threads) | |
36 : this(threads, threads) { | |
37 } | |
38 | |
39 protected DispatchPool() { | |
40 int maxThreads, maxCP; | |
41 ThreadPool.GetMaxThreads(out maxThreads, out maxCP); | |
42 | |
43 m_minThreads = 0; | |
44 m_maxThreads = maxThreads; | |
45 } | |
46 | |
47 protected void InitPool() { | |
48 for (int i = 0; i < m_minThreads; i++) | |
49 StartWorker(); | |
50 } | |
51 | |
20 | 52 public int PoolSize { |
15 | 53 get { |
20 | 54 return m_createdThreads; |
55 } | |
56 } | |
57 | |
58 public int ActiveThreads { | |
59 get { | |
60 return m_activeThreads; | |
15 | 61 } |
62 } | |
63 | |
64 public int MaxRunningThreads { | |
65 get { | |
66 return m_maxRunningThreads; | |
67 } | |
68 } | |
69 | |
70 protected bool IsDisposed { | |
71 get { | |
72 return m_exitRequired != 0; | |
73 } | |
74 } | |
75 | |
17 | 76 protected abstract bool TryDequeue(out TUnit unit); |
77 | |
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78 #region thread execution traits |
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79 int SignalThread() { |
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80 var signals = Interlocked.Increment(ref m_wakeEvents); |
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81 if(signals == 1) |
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82 m_hasTasks.Set(); |
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83 return signals; |
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84 } |
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85 |
22 | 86 bool FetchSignalOrWait(int timeout) { |
87 var start = Environment.TickCount; | |
88 | |
89 // означает, что поток владеет блокировкой и при успешном получении сигнала должен | |
90 // ее вернуть, чтобы другой ожидающий поток смог | |
91 bool hasLock = false; | |
92 do { | |
93 int signals; | |
94 do { | |
95 signals = m_wakeEvents; | |
96 if (signals == 0) | |
97 break; | |
98 } while (Interlocked.CompareExchange(ref m_wakeEvents, signals - 1, signals) != signals); | |
99 | |
100 if (signals >= 1) { | |
101 if (signals > 1 && hasLock) | |
102 m_hasTasks.Set(); | |
103 return true; | |
104 } | |
105 | |
106 if (timeout != -1) | |
107 timeout = Math.Max(0, timeout - (Environment.TickCount - start)); | |
108 | |
109 // если сигналов больше не осталось, то первый поток, который дошел сюда сбросит событие | |
110 // и уйдет на пустой цикл, после чего заблокируется | |
111 | |
112 hasLock = true; | |
113 } while (m_hasTasks.WaitOne(timeout)); | |
114 | |
115 return false; | |
116 } | |
117 | |
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118 bool Sleep(int timeout) { |
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119 Interlocked.Increment(ref m_sleepingThreads); |
22 | 120 if (FetchSignalOrWait(timeout)) { |
121 Interlocked.Decrement(ref m_sleepingThreads); | |
17 | 122 return true; |
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123 } else { |
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124 Interlocked.Decrement(ref m_sleepingThreads); |
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125 return false; |
20 | 126 } |
17 | 127 } |
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128 #endregion |
17 | 129 |
130 /// <summary> | |
131 /// Запускает либо новый поток, если раньше не было ни одного потока, либо устанавливает событие пробуждение одного спящего потока | |
132 /// </summary> | |
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133 protected void GrowPool() { |
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134 if (m_exitRequired != 0) |
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135 return; |
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136 if (m_sleepingThreads > m_wakeEvents) { |
22 | 137 //Console.WriteLine("Waking threads (sleeps {0}, pending {1})", m_sleepingThreads, m_wakeEvents); |
138 | |
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139 // all sleeping threads may gone |
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140 SignalThread(); // wake a sleeping thread; |
17 | 141 |
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142 // we can't check whether signal has been processed |
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143 // anyway it may take some time for the thread to start |
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144 // we will ensure that at least one thread is running |
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145 |
30 | 146 EnsurePoolIsAlive(); |
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147 } else { |
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148 // if there is no sleeping threads in the pool |
30 | 149 if (!StartWorker()) { |
150 // we haven't started a new thread, but the current can be on the way to terminate and it can't process the queue | |
24 | 151 // send it a signal to spin again |
30 | 152 SignalThread(); |
153 EnsurePoolIsAlive(); | |
154 } | |
155 } | |
156 } | |
157 | |
34 | 158 protected void EnsurePoolIsAlive() { |
30 | 159 if (AllocateThreadSlot(1)) { |
160 // if there were no threads in the pool | |
161 var worker = new Thread(this.Worker); | |
162 worker.IsBackground = true; | |
163 worker.Start(); | |
17 | 164 } |
165 } | |
166 | |
34 | 167 protected virtual bool Suspend() { |
20 | 168 //no tasks left, exit if the thread is no longer needed |
169 bool last; | |
170 bool requestExit; | |
171 | |
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172 // if threads have a timeout before releasing |
20 | 173 if (m_releaseTimeout > 0) |
174 requestExit = !Sleep(m_releaseTimeout); | |
175 else | |
176 requestExit = true; | |
177 | |
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178 if (!requestExit) |
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179 return true; |
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180 |
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181 // release unsused thread |
20 | 182 if (requestExit && ReleaseThreadSlot(out last)) { |
183 // in case at the moment the last thread was being released | |
184 // a new task was added to the queue, we need to try | |
185 // to revoke the thread to avoid the situation when the task is left unprocessed | |
30 | 186 if (last && FetchSignalOrWait(0)) { // FetchSignalOrWait(0) will fetch pending task or will return false |
187 SignalThread(); // since FetchSignalOrWait(0) has fetched the signal we need to reschedule it | |
188 return AllocateThreadSlot(1); // ensure that at least one thread is alive | |
20 | 189 } |
190 | |
191 return false; | |
192 } | |
193 | |
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194 // wait till infinity |
20 | 195 Sleep(-1); |
196 | |
197 return true; | |
17 | 198 } |
199 | |
200 #region thread slots traits | |
201 | |
202 bool AllocateThreadSlot() { | |
16 | 203 int current; |
15 | 204 // use spins to allocate slot for the new thread |
205 do { | |
20 | 206 current = m_createdThreads; |
15 | 207 if (current >= m_maxThreads || m_exitRequired != 0) |
208 // no more slots left or the pool has been disposed | |
209 return false; | |
20 | 210 } while (current != Interlocked.CompareExchange(ref m_createdThreads, current + 1, current)); |
15 | 211 |
17 | 212 UpdateMaxThreads(current + 1); |
213 | |
214 return true; | |
215 } | |
15 | 216 |
17 | 217 bool AllocateThreadSlot(int desired) { |
20 | 218 if (desired - 1 != Interlocked.CompareExchange(ref m_createdThreads, desired, desired - 1)) |
17 | 219 return false; |
220 | |
221 UpdateMaxThreads(desired); | |
15 | 222 |
17 | 223 return true; |
224 } | |
225 | |
226 bool ReleaseThreadSlot(out bool last) { | |
227 last = false; | |
228 int current; | |
229 // use spins to release slot for the new thread | |
230 do { | |
20 | 231 current = m_createdThreads; |
17 | 232 if (current <= m_minThreads && m_exitRequired == 0) |
233 // the thread is reserved | |
234 return false; | |
20 | 235 } while (current != Interlocked.CompareExchange(ref m_createdThreads, current - 1, current)); |
17 | 236 |
237 last = (current == 1); | |
15 | 238 |
239 return true; | |
240 } | |
241 | |
17 | 242 /// <summary> |
243 /// releases thread slot unconditionally, used during cleanup | |
244 /// </summary> | |
245 /// <returns>true - no more threads left</returns> | |
246 bool ReleaseThreadSlotAnyway() { | |
20 | 247 var left = Interlocked.Decrement(ref m_createdThreads); |
17 | 248 return left == 0; |
15 | 249 } |
250 | |
17 | 251 void UpdateMaxThreads(int count) { |
252 int max; | |
16 | 253 do { |
17 | 254 max = m_maxRunningThreads; |
255 if (max >= count) | |
256 break; | |
257 } while(max != Interlocked.CompareExchange(ref m_maxRunningThreads, count, max)); | |
16 | 258 } |
259 | |
17 | 260 #endregion |
261 | |
262 bool StartWorker() { | |
263 if (AllocateThreadSlot()) { | |
264 // slot successfully allocated | |
265 var worker = new Thread(this.Worker); | |
266 worker.IsBackground = true; | |
267 worker.Start(); | |
268 | |
269 return true; | |
270 } else { | |
271 return false; | |
272 } | |
16 | 273 } |
274 | |
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275 protected abstract void InvokeUnit(TUnit unit); |
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276 |
41 | 277 protected virtual void Worker() { |
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278 TUnit unit; |
22 | 279 //Console.WriteLine("{0}: Active", Thread.CurrentThread.ManagedThreadId); |
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280 Interlocked.Increment(ref m_activeThreads); |
15 | 281 do { |
282 // exit if requested | |
283 if (m_exitRequired != 0) { | |
284 // release the thread slot | |
20 | 285 Interlocked.Decrement(ref m_activeThreads); |
17 | 286 if (ReleaseThreadSlotAnyway()) // it was the last worker |
15 | 287 m_hasTasks.Dispose(); |
288 else | |
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289 SignalThread(); // wake next worker |
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290 break; |
15 | 291 } |
292 | |
293 // fetch task | |
294 if (TryDequeue(out unit)) { | |
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295 InvokeUnit(unit); |
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296 continue; |
15 | 297 } |
20 | 298 Interlocked.Decrement(ref m_activeThreads); |
15 | 299 |
16 | 300 // entering suspend state |
301 // keep this thread and wait | |
20 | 302 if (!Suspend()) |
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303 break; |
22 | 304 //Console.WriteLine("{0}: Awake", Thread.CurrentThread.ManagedThreadId); |
20 | 305 Interlocked.Increment(ref m_activeThreads); |
15 | 306 } while (true); |
22 | 307 //Console.WriteLine("{0}: Exited", Thread.CurrentThread.ManagedThreadId); |
15 | 308 } |
309 | |
310 protected virtual void Dispose(bool disposing) { | |
311 if (disposing) { | |
312 if (m_exitRequired == 0) { | |
313 if (Interlocked.CompareExchange(ref m_exitRequired, 1, 0) != 0) | |
314 return; | |
315 | |
316 // wake sleeping threads | |
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317 if (m_createdThreads > 0) |
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318 SignalThread(); |
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319 else |
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320 m_hasTasks.Dispose(); |
15 | 321 GC.SuppressFinalize(this); |
322 } | |
323 } | |
324 } | |
325 | |
326 public void Dispose() { | |
327 Dispose(true); | |
328 } | |
329 | |
330 ~DispatchPool() { | |
331 Dispose(false); | |
332 } | |
333 } | |
334 } |