annotate Implab/Parallels/DispatchPool.cs @ 280:f07be402ab02 v3

Added Trace<T>.Debug(...) method for debug messages Added ContainerBuilde.LoadConfig(Uri) method
author cin
date Fri, 25 May 2018 19:15:26 +0300
parents f803565868a4
children
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1 using System;
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2 using System.Threading;
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3
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4 namespace Implab.Parallels {
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5 public abstract class DispatchPool<TUnit> : IDisposable {
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6 readonly int m_minThreadsLimit;
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7 readonly int m_maxThreadsLimit;
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8 readonly int m_releaseTimeout = 1000; // the timeout while the working thread will wait for the new tasks before exit
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10 int m_threads; // the current size of the pool
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11 int m_maxRunningThreads; // the meximum reached size of the pool
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12 int m_exit; // the pool is going to shutdown, all unused workers are released
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14 readonly object m_signal = new object(); // used to pulse waiting threads
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16 protected DispatchPool(int min, int max) {
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17 if (min < 0)
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18 throw new ArgumentOutOfRangeException("min");
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19 if (max <= 0)
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20 throw new ArgumentOutOfRangeException("max");
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21
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22 if (min > max)
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23 min = max;
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24 m_minThreadsLimit = min;
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25 m_maxThreadsLimit = max;
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26 }
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27
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28 protected DispatchPool(int threads)
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29 : this(threads, threads) {
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30 }
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31
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32 protected DispatchPool() {
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33
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34 m_minThreadsLimit = 0;
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35 m_maxThreadsLimit = Environment.ProcessorCount;
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36 }
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37
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38 protected void InitPool() {
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39 for (int i = 0; i < m_minThreadsLimit; i++)
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40 StartWorker();
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41 }
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42
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43 public int PoolSize {
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44 get {
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45 Thread.MemoryBarrier();
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46 return m_threads;
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47 }
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48 }
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49
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50 public int MaxRunningThreads {
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51 get {
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52 Thread.MemoryBarrier();
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53 return m_maxRunningThreads;
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54 }
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55 }
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56
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57 protected bool IsDisposed {
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58 get {
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59 Thread.MemoryBarrier();
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60 return m_exit == 1;
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61 }
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62 }
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63
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64 protected abstract bool TryDequeue(out TUnit unit);
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65
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66 bool Dequeue(out TUnit unit, int timeout) {
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67 int ts = Environment.TickCount;
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68 if (TryDequeue(out unit))
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69 return true;
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70 lock (m_signal) {
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71 while (!TryDequeue(out unit) && m_exit == 0)
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72 if(!Monitor.Wait(m_signal, Math.Max(0, ts + timeout - Environment.TickCount))) {
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73 // timeout
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74 return false;
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75 }
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76 // queue item or terminate
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77 Monitor.Pulse(m_signal);
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78 if (m_exit == 1)
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79 return false;
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80 }
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81 return true;
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82 }
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83
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84 protected void SignalThread() {
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85 lock (m_signal) {
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86 Monitor.Pulse(m_signal);
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87 }
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88 }
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89
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90 #region thread slots traits
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91
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92 bool AllocateThreadSlot() {
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93 int current;
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94 // use spins to allocate slot for the new thread
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95 do {
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96 current = m_threads;
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97 if (current >= m_maxThreadsLimit || m_exit == 1)
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98 // no more slots left or the pool has been disposed
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99 return false;
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100 } while (current != Interlocked.CompareExchange(ref m_threads, current + 1, current));
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101
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102 UpdateMaxThreads(current + 1);
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103
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104 return true;
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105 }
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106
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107 bool AllocateThreadSlot(int desired) {
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108 if (desired - 1 != Interlocked.CompareExchange(ref m_threads, desired, desired - 1))
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109 return false;
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110
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111 UpdateMaxThreads(desired);
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112
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113 return true;
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114 }
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115
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116 bool ReleaseThreadSlot(out bool last) {
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117 last = false;
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118 int current;
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119 // use spins to release slot for the new thread
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120 Thread.MemoryBarrier();
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121 do {
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122 current = m_threads;
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123 if (current <= m_minThreadsLimit && m_exit == 0)
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124 // the thread is reserved
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125 return false;
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126 } while (current != Interlocked.CompareExchange(ref m_threads, current - 1, current));
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127
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128 last = (current == 1);
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129
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130 return true;
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131 }
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132
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133 void UpdateMaxThreads(int count) {
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134 int max;
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135 do {
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136 max = m_maxRunningThreads;
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137 if (max >= count)
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138 break;
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139 } while(max != Interlocked.CompareExchange(ref m_maxRunningThreads, count, max));
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140 }
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141
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142 #endregion
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143
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144 protected bool StartWorker() {
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145 if (AllocateThreadSlot()) {
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146 // slot successfully allocated
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147 var worker = new Thread(Worker);
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148 worker.IsBackground = true;
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149 worker.Start();
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150
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151 return true;
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152 }
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153 return false;
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154 }
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155
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156 protected abstract void InvokeUnit(TUnit unit);
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157
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158 protected virtual void Worker() {
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159 TUnit unit;
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160 bool last;
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161 do {
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162 while (Dequeue(out unit, m_releaseTimeout)) {
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163 InvokeUnit(unit);
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164 }
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165 if(!ReleaseThreadSlot(out last))
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166 continue;
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167 // queue may be not empty
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168 if (last && TryDequeue(out unit)) {
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169 InvokeUnit(unit);
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170 if (AllocateThreadSlot(1))
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171 continue;
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172 // we can safely exit since pool is alive
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173 }
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174 break;
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175 } while(true);
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176 }
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178
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179 protected virtual void Dispose(bool disposing) {
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180 if (disposing) {
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181 if (0 == Interlocked.CompareExchange(ref m_exit, 1, 0)) { // implies memory barrier
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182 // wake sleeping threads
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183 SignalThread();
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184 GC.SuppressFinalize(this);
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185 }
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186 }
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187 }
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188
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189 public void Dispose() {
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190 Dispose(true);
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191 }
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192
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193 ~DispatchPool() {
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194 Dispose(false);
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195 }
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196 }
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197 }