// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
//
// Central spin logic used across the entire code-base.
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
using System.Diagnostics;
using Internal.Runtime.Augments;
namespace System.Threading
{
// SpinWait is just a little value type that encapsulates some common spinning
// logic. It ensures we always yield on single-proc machines (instead of using busy
// waits), and that we work well on HT. It encapsulates a good mixture of spinning
// and real yielding. It's a value type so that various areas of the engine can use
// one by allocating it on the stack w/out unnecessary GC allocation overhead, e.g.:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) { wait.SpinOnce(); }
// ...
// }
//
// Internally it just maintains a counter that is used to decide when to yield, etc.
//
// A common usage is to spin before blocking. In those cases, the NextSpinWillYield
// property allows a user to decide to fall back to waiting once it returns true:
//
// void f() {
// SpinWait wait = new SpinWait();
// while (!p) {
// if (wait.NextSpinWillYield) { /* block! */ }
// else { wait.SpinOnce(); }
// }
// ...
// }
///
/// Provides support for spin-based waiting.
///
///
///
/// encapsulates common spinning logic. On single-processor machines, yields are
/// always used instead of busy waits, and on computers with Intel(R) processors employing Hyper-Threading
/// technology, it helps to prevent hardware thread starvation. SpinWait encapsulates a good mixture of
/// spinning and true yielding.
///
///
/// is a value type, which means that low-level code can utilize SpinWait without
/// fear of unnecessary allocation overheads. SpinWait is not generally useful for ordinary applications.
/// In most cases, you should use the synchronization classes provided by the .NET Framework, such as
/// . For most purposes where spin waiting is required, however,
/// the type should be preferred over the method.
///
///
/// While SpinWait is designed to be used in concurrent applications, it is not designed to be
/// used from multiple threads concurrently. SpinWait's members are not thread-safe. If multiple
/// threads must spin, each should use its own instance of SpinWait.
///
///
public struct SpinWait
{
// These constants determine the frequency of yields versus spinning. The
// numbers may seem fairly arbitrary, but were derived with at least some
// thought in the design document. I fully expect they will need to change
// over time as we gain more experience with performance.
internal const int YieldThreshold = 10; // When to switch over to a true yield.
private const int Sleep0EveryHowManyYields = 5; // After how many yields should we Sleep(0)?
internal const int DefaultSleep1Threshold = 20; // After how many yields should we Sleep(1) frequently?
///
/// A suggested number of spin iterations before doing a proper wait, such as waiting on an event that becomes signaled
/// when the resource becomes available.
///
///
/// These numbers were arrived at by experimenting with different numbers in various cases that currently use it. It's
/// only a suggested value and typically works well when the proper wait is something like an event.
///
/// Spinning less can lead to early waiting and more context switching, spinning more can decrease latency but may use
/// up some CPU time unnecessarily. Depends on the situation too, for instance SemaphoreSlim uses more iterations
/// because the waiting there is currently a lot more expensive (involves more spinning, taking a lock, etc.). It also
/// depends on the likelihood of the spin being successful and how long the wait would be but those are not accounted
/// for here.
///
internal static readonly int SpinCountforSpinBeforeWait = PlatformHelper.IsSingleProcessor ? 1 : 35;
// The number of times we've spun already.
private int _count;
///
/// Gets the number of times has been called on this instance.
///
public int Count
{
get => _count;
internal set
{
Debug.Assert(value >= 0);
_count = value;
}
}
///
/// Gets whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// Whether the next call to will yield the processor, triggering a
/// forced context switch.
///
/// On a single-CPU machine, always yields the processor. On machines with
/// multiple CPUs, may yield after an unspecified number of calls.
///
public bool NextSpinWillYield => _count >= YieldThreshold || PlatformHelper.IsSingleProcessor;
///
/// Performs a single spin.
///
///
/// This is typically called in a loop, and may change in behavior based on the number of times a
/// has been called thus far on this instance.
///
public void SpinOnce()
{
SpinOnceCore(DefaultSleep1Threshold);
}
///
/// Performs a single spin.
///
///
/// A minimum spin count after which Thread.Sleep(1) may be used. A value of -1 may be used to
/// disable the use of Thread.Sleep(1).
///
///
/// is less than -1.
///
///
/// This is typically called in a loop, and may change in behavior based on the number of times a
/// has been called thus far on this instance.
///
public void SpinOnce(int sleep1Threshold)
{
if (sleep1Threshold < -1)
{
throw new ArgumentOutOfRangeException(nameof(sleep1Threshold), sleep1Threshold, SR.ArgumentOutOfRange_NeedNonNegOrNegative1);
}
if (sleep1Threshold >= 0 && sleep1Threshold < YieldThreshold)
{
sleep1Threshold = YieldThreshold;
}
SpinOnceCore(sleep1Threshold);
}
private void SpinOnceCore(int sleep1Threshold)
{
Debug.Assert(sleep1Threshold >= -1);
Debug.Assert(sleep1Threshold < 0 || sleep1Threshold >= YieldThreshold);
// (_count - YieldThreshold) % 2 == 0: The purpose of this check is to interleave Thread.Yield/Sleep(0) with
// Thread.SpinWait. Otherwise, the following issues occur:
// - When there are no threads to switch to, Yield and Sleep(0) become no-op and it turns the spin loop into a
// busy-spin that may quickly reach the max spin count and cause the thread to enter a wait state, or may
// just busy-spin for longer than desired before a Sleep(1). Completing the spin loop too early can cause
// excessive context switcing if a wait follows, and entering the Sleep(1) stage too early can cause
// excessive delays.
// - If there are multiple threads doing Yield and Sleep(0) (typically from the same spin loop due to
// contention), they may switch between one another, delaying work that can make progress.
if ((
_count >= YieldThreshold &&
((_count >= sleep1Threshold && sleep1Threshold >= 0) || (_count - YieldThreshold) % 2 == 0)
) ||
PlatformHelper.IsSingleProcessor)
{
//
// We must yield.
//
// We prefer to call Thread.Yield first, triggering a SwitchToThread. This
// unfortunately doesn't consider all runnable threads on all OS SKUs. In
// some cases, it may only consult the runnable threads whose ideal processor
// is the one currently executing code. Thus we occasionally issue a call to
// Sleep(0), which considers all runnable threads at equal priority. Even this
// is insufficient since we may be spin waiting for lower priority threads to
// execute; we therefore must call Sleep(1) once in a while too, which considers
// all runnable threads, regardless of ideal processor and priority, but may
// remove the thread from the scheduler's queue for 10+ms, if the system is
// configured to use the (default) coarse-grained system timer.
//
if (_count >= sleep1Threshold && sleep1Threshold >= 0)
{
RuntimeThread.Sleep(1);
}
else
{
int yieldsSoFar = _count >= YieldThreshold ? (_count - YieldThreshold) / 2 : _count;
if ((yieldsSoFar % Sleep0EveryHowManyYields) == (Sleep0EveryHowManyYields - 1))
{
RuntimeThread.Sleep(0);
}
else
{
RuntimeThread.Yield();
}
}
}
else
{
//
// Otherwise, we will spin.
//
// We do this using the CLR's SpinWait API, which is just a busy loop that
// issues YIELD/PAUSE instructions to ensure multi-threaded CPUs can react
// intelligently to avoid starving. (These are NOOPs on other CPUs.) We
// choose a number for the loop iteration count such that each successive
// call spins for longer, to reduce cache contention. We cap the total
// number of spins we are willing to tolerate to reduce delay to the caller,
// since we expect most callers will eventually block anyway.
//
// Also, cap the maximum spin count to a value such that many thousands of CPU cycles would not be wasted doing
// the equivalent of YieldProcessor(), as that that point SwitchToThread/Sleep(0) are more likely to be able to
// allow other useful work to run. Long YieldProcessor() loops can help to reduce contention, but Sleep(1) is
// usually better for that.
//
// RuntimeThread.OptimalMaxSpinWaitsPerSpinIteration:
// - See Thread::InitializeYieldProcessorNormalized(), which describes and calculates this value.
//
int n = RuntimeThread.OptimalMaxSpinWaitsPerSpinIteration;
if (_count <= 30 && (1 << _count) < n)
{
n = 1 << _count;
}
RuntimeThread.SpinWait(n);
}
// Finally, increment our spin counter.
_count = (_count == int.MaxValue ? YieldThreshold : _count + 1);
}
///
/// Resets the spin counter.
///
///
/// This makes and behave as though no calls
/// to had been issued on this instance. If a instance
/// is reused many times, it may be useful to reset it to avoid yielding too soon.
///
public void Reset()
{
_count = 0;
}
#region Static Methods
///
/// Spins until the specified condition is satisfied.
///
/// A delegate to be executed over and over until it returns true.
/// The argument is null.
public static void SpinUntil(Func condition)
{
#if DEBUG
bool result =
#endif
SpinUntil(condition, Timeout.Infinite);
#if DEBUG
Debug.Assert(result);
#endif
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
///
/// A that represents the number of milliseconds to wait,
/// or a TimeSpan that represents -1 milliseconds to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a negative number
/// other than -1 milliseconds, which represents an infinite time-out -or- timeout is greater than
/// .
public static bool SpinUntil(Func condition, TimeSpan timeout)
{
// Validate the timeout
long totalMilliseconds = (long)timeout.TotalMilliseconds;
if (totalMilliseconds < -1 || totalMilliseconds > int.MaxValue)
{
throw new System.ArgumentOutOfRangeException(
nameof(timeout), timeout, SR.SpinWait_SpinUntil_TimeoutWrong);
}
// Call wait with the timeout milliseconds
return SpinUntil(condition, (int)totalMilliseconds);
}
///
/// Spins until the specified condition is satisfied or until the specified timeout is expired.
///
/// A delegate to be executed over and over until it returns true.
/// The number of milliseconds to wait, or (-1) to wait indefinitely.
/// True if the condition is satisfied within the timeout; otherwise, false
/// The argument is null.
/// is a
/// negative number other than -1, which represents an infinite time-out.
public static bool SpinUntil(Func condition, int millisecondsTimeout)
{
if (millisecondsTimeout < Timeout.Infinite)
{
throw new ArgumentOutOfRangeException(
nameof(millisecondsTimeout), millisecondsTimeout, SR.SpinWait_SpinUntil_TimeoutWrong);
}
if (condition == null)
{
throw new ArgumentNullException(nameof(condition), SR.SpinWait_SpinUntil_ArgumentNull);
}
uint startTime = 0;
if (millisecondsTimeout != 0 && millisecondsTimeout != Timeout.Infinite)
{
startTime = TimeoutHelper.GetTime();
}
SpinWait spinner = new SpinWait();
while (!condition())
{
if (millisecondsTimeout == 0)
{
return false;
}
spinner.SpinOnce();
if (millisecondsTimeout != Timeout.Infinite && spinner.NextSpinWillYield)
{
if (millisecondsTimeout <= (TimeoutHelper.GetTime() - startTime))
{
return false;
}
}
}
return true;
}
#endregion
}
///
/// A helper class to get the number of processors, it updates the numbers of processors every sampling interval.
///
internal static class PlatformHelper
{
private const int PROCESSOR_COUNT_REFRESH_INTERVAL_MS = 30000; // How often to refresh the count, in milliseconds.
private static volatile int s_processorCount; // The last count seen.
private static volatile int s_lastProcessorCountRefreshTicks; // The last time we refreshed.
///
/// Gets the number of available processors
///
internal static int ProcessorCount
{
get
{
int now = Environment.TickCount;
int procCount = s_processorCount;
if (procCount == 0 || (now - s_lastProcessorCountRefreshTicks) >= PROCESSOR_COUNT_REFRESH_INTERVAL_MS)
{
s_processorCount = procCount = Environment.ProcessorCount;
s_lastProcessorCountRefreshTicks = now;
}
Debug.Assert(procCount > 0,
"Processor count should be greater than 0.");
return procCount;
}
}
///
/// Gets whether the current machine has only a single processor.
///
/// This typically does not change on a machine, so it's checked only once.
internal static readonly bool IsSingleProcessor = ProcessorCount == 1;
}
}