Mercurial > pub > ImplabNet
diff Implab/Parallels/DispatchPool.cs @ 81:2c5631b43c7d v2
dispatch pool rewritten
author | cin |
---|---|
date | Fri, 26 Sep 2014 20:44:01 +0400 |
parents | 4f20870d0816 |
children | ce0171cacec4 |
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--- a/Implab/Parallels/DispatchPool.cs Fri Sep 26 03:32:34 2014 +0400 +++ b/Implab/Parallels/DispatchPool.cs Fri Sep 26 20:44:01 2014 +0400 @@ -7,19 +7,15 @@ namespace Implab.Parallels { public abstract class DispatchPool<TUnit> : IDisposable { - readonly int m_minThreads; - readonly int m_maxThreads; - readonly int m_releaseTimeout = 100; // the timeout while the working thread will wait for the new tasks before exit + readonly int m_minThreadsLimit; + readonly int m_maxThreadsLimit; + readonly int m_releaseTimeout = 1000; // the timeout while the working thread will wait for the new tasks before exit - int m_createdThreads = 0; // the current size of the pool - int m_activeThreads = 0; // the count of threads which are active - int m_sleepingThreads = 0; // the count of currently inactive threads + int m_threads = 0; // the current size of the pool int m_maxRunningThreads = 0; // the meximum reached size of the pool - int m_exitRequired = 0; // the pool is going to shutdown, all unused workers are released + int m_exit = 0; // the pool is going to shutdown, all unused workers are released - int m_wakeEvents = 0; // the count of wake events - - readonly object m_signalLocker = new object(); + readonly object m_signal = new object(); // used to pulse waiting threads protected DispatchPool(int min, int max) { if (min < 0) @@ -29,8 +25,8 @@ if (min > max) min = max; - m_minThreads = min; - m_maxThreads = max; + m_minThreadsLimit = min; + m_maxThreadsLimit = max; } protected DispatchPool(int threads) @@ -41,29 +37,22 @@ int maxThreads, maxCP; ThreadPool.GetMaxThreads(out maxThreads, out maxCP); - m_minThreads = 0; - m_maxThreads = maxThreads; + m_minThreadsLimit = 0; + m_maxThreadsLimit = maxThreads; } protected void InitPool() { - for (int i = 0; i < m_minThreads; i++) + for (int i = 0; i < m_minThreadsLimit; i++) StartWorker(); } public int PoolSize { get { Thread.MemoryBarrier(); - return m_createdThreads; + return m_threads; } } - - public int ActiveThreads { - get { - Thread.MemoryBarrier(); - return m_activeThreads; - } - } - + public int MaxRunningThreads { get { Thread.MemoryBarrier(); @@ -74,150 +63,47 @@ protected bool IsDisposed { get { Thread.MemoryBarrier(); - return m_exitRequired == 1; + return m_exit == 1; } } protected abstract bool TryDequeue(out TUnit unit); - #region thread signaling traits - int SignalThread() { - var signals = Interlocked.Increment(ref m_wakeEvents); - if(signals == 1) - lock(m_signalLocker) - Monitor.Pulse(m_signalLocker); - return signals; - } - - bool FetchSignalOrWait(int timeout) { - var start = Environment.TickCount; - int signals; - Thread.MemoryBarrier(); // m_wakeEvents volatile first read - do { - signals = m_wakeEvents; - if (signals == 0) - break; - } while (Interlocked.CompareExchange(ref m_wakeEvents, signals - 1, signals) != signals); - - if (signals == 0) { - // no signal is fetched - lock(m_signalLocker) { - while(m_wakeEvents == 0) { - if (timeout != -1) - timeout = Math.Max(0, timeout - (Environment.TickCount - start)); - if(!Monitor.Wait(m_signalLocker,timeout)) - return false; // timeout + private bool Dequeue(out TUnit unit, int timeout) { + int ts = Environment.TickCount; + if (TryDequeue(out unit)) + return true; + lock (m_signal) { + while (!TryDequeue(out unit) && m_exit == 0) + if(!Monitor.Wait(m_signal, Math.Max(0, ts + timeout - Environment.TickCount))) { + // timeout + return false; } - // m_wakeEvents > 0 - if (Interlocked.Decrement(ref m_wakeEvents) > 0) //syncronized - Monitor.Pulse(m_signalLocker); - - // signal fetched - return true; - } - - } else { - // signal fetched - return true; + // queue item or terminate + Monitor.Pulse(m_signal); + if (m_exit == 1) + return false; } - - + return true; } - bool Sleep(int timeout) { - Interlocked.Increment(ref m_sleepingThreads); - if (FetchSignalOrWait(timeout)) { - Interlocked.Decrement(ref m_sleepingThreads); - return true; - } else { - Interlocked.Decrement(ref m_sleepingThreads); - return false; - } - } - #endregion - - /// <summary> - /// Запускает либо новый поток, если раньше не было ни одного потока, либо устанавливает событие пробуждение одного спящего потока - /// </summary> - protected void GrowPool() { - Thread.MemoryBarrier(); - if (m_exitRequired == 1) - return; - if (m_sleepingThreads > m_wakeEvents) { - //Console.WriteLine("Waking threads (sleeps {0}, pending {1})", m_sleepingThreads, m_wakeEvents); - - // all sleeping threads may gone - SignalThread(); // wake a sleeping thread; - - // we can't check whether signal has been processed - // anyway it may take some time for the thread to start - // we will ensure that at least one thread is running - - EnsurePoolIsAlive(); - } else { - // if there is no sleeping threads in the pool - if (!StartWorker()) { - // we haven't started a new thread, but the current can be on the way to terminate and it can't process the queue - // send it a signal to spin again - SignalThread(); - EnsurePoolIsAlive(); - } + protected void SignalThread() { + lock (m_signal) { + Monitor.Pulse(m_signal); } } - protected void EnsurePoolIsAlive() { - if (AllocateThreadSlot(1)) { - // if there were no threads in the pool - var worker = new Thread(this.Worker); - worker.IsBackground = true; - worker.Start(); - } - } - - protected virtual bool Suspend() { - //no tasks left, exit if the thread is no longer needed - bool last; - bool requestExit; - - // if threads have a timeout before releasing - if (m_releaseTimeout > 0) - requestExit = !Sleep(m_releaseTimeout); - else - requestExit = true; - - if (!requestExit) - return true; - - // release unsused thread - if (requestExit && ReleaseThreadSlot(out last)) { - // in case at the moment the last thread was being released - // a new task was added to the queue, we need to try - // to revoke the thread to avoid the situation when the task is left unprocessed - if (last && FetchSignalOrWait(0)) { // FetchSignalOrWait(0) will fetch pending task or will return false - SignalThread(); // since FetchSignalOrWait(0) has fetched the signal we need to reschedule it - return AllocateThreadSlot(1); // ensure that at least one thread is alive - } - - return false; - } - - // wait till infinity - Sleep(-1); - - return true; - } - #region thread slots traits bool AllocateThreadSlot() { int current; // use spins to allocate slot for the new thread do { - current = m_createdThreads; - if (current >= m_maxThreads || m_exitRequired == 1) + current = m_threads; + if (current >= m_maxThreadsLimit || m_exit == 1) // no more slots left or the pool has been disposed return false; - } while (current != Interlocked.CompareExchange(ref m_createdThreads, current + 1, current)); + } while (current != Interlocked.CompareExchange(ref m_threads, current + 1, current)); UpdateMaxThreads(current + 1); @@ -225,7 +111,7 @@ } bool AllocateThreadSlot(int desired) { - if (desired - 1 != Interlocked.CompareExchange(ref m_createdThreads, desired, desired - 1)) + if (desired - 1 != Interlocked.CompareExchange(ref m_threads, desired, desired - 1)) return false; UpdateMaxThreads(desired); @@ -239,26 +125,17 @@ // use spins to release slot for the new thread Thread.MemoryBarrier(); do { - current = m_createdThreads; - if (current <= m_minThreads && m_exitRequired == 0) + current = m_threads; + if (current <= m_minThreadsLimit && m_exit == 0) // the thread is reserved return false; - } while (current != Interlocked.CompareExchange(ref m_createdThreads, current - 1, current)); + } while (current != Interlocked.CompareExchange(ref m_threads, current - 1, current)); last = (current == 1); return true; } - /// <summary> - /// releases thread slot unconditionally, used during cleanup - /// </summary> - /// <returns>true - no more threads left</returns> - bool ReleaseThreadSlotAnyway() { - var left = Interlocked.Decrement(ref m_createdThreads); - return left == 0; - } - void UpdateMaxThreads(int count) { int max; do { @@ -270,12 +147,11 @@ #endregion - bool StartWorker() { + protected bool StartWorker() { if (AllocateThreadSlot()) { // slot successfully allocated var worker = new Thread(this.Worker); worker.IsBackground = true; - Interlocked.Increment(ref m_activeThreads); worker.Start(); return true; @@ -288,45 +164,30 @@ protected virtual void Worker() { TUnit unit; - //Console.WriteLine("{0}: Active", Thread.CurrentThread.ManagedThreadId); - int count = 0;; - Thread.MemoryBarrier(); + bool last; do { - // exit if requested - if (m_exitRequired == 1) { - // release the thread slot - Interlocked.Decrement(ref m_activeThreads); - if (!ReleaseThreadSlotAnyway()) // it was the last worker - SignalThread(); // wake next worker - break; - } - - // fetch task - if (TryDequeue(out unit)) { + while (Dequeue(out unit, m_releaseTimeout)) { InvokeUnit(unit); - count ++; + } + if(!ReleaseThreadSlot(out last)) continue; + // queue may be not empty + if (last && TryDequeue(out unit)) { + InvokeUnit(unit); + if (AllocateThreadSlot(1)) + continue; + // we can safely exit since pool is alive } - Interlocked.Decrement(ref m_activeThreads); + break; + } while(true); + } - Console.WriteLine("{0}: Suspend processed({1})", Thread.CurrentThread.ManagedThreadId,count); - // entering suspend state - // keep this thread and wait - if (!Suspend()) - break; - count = 0; - //Console.WriteLine("{0}: Awake", Thread.CurrentThread.ManagedThreadId); - Interlocked.Increment(ref m_activeThreads); - } while (true); - //Console.WriteLine("{0}: Exited", Thread.CurrentThread.ManagedThreadId); - } protected virtual void Dispose(bool disposing) { if (disposing) { - if (0 == Interlocked.CompareExchange(ref m_exitRequired, 1, 0)) { // implies memory barrier + if (0 == Interlocked.CompareExchange(ref m_exit, 1, 0)) { // implies memory barrier // wake sleeping threads - if (m_createdThreads > 0) - SignalThread(); + SignalThread(); GC.SuppressFinalize(this); } }