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- // 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(); }
- // }
- // ...
- // }
- /// <summary>
- /// Provides support for spin-based waiting.
- /// </summary>
- /// <remarks>
- /// <para>
- /// <see cref="SpinWait"/> 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.
- /// </para>
- /// <para>
- /// <see cref="SpinWait"/> 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
- /// <see cref="System.Threading.Monitor"/>. For most purposes where spin waiting is required, however,
- /// the <see cref="SpinWait"/> type should be preferred over the <see
- /// cref="System.Threading.Thread.SpinWait"/> method.
- /// </para>
- /// <para>
- /// 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.
- /// </para>
- /// </remarks>
- 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?
- /// <summary>
- /// 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.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- internal static readonly int SpinCountforSpinBeforeWait = PlatformHelper.IsSingleProcessor ? 1 : 35;
- // The number of times we've spun already.
- private int _count;
- /// <summary>
- /// Gets the number of times <see cref="SpinOnce()"/> has been called on this instance.
- /// </summary>
- public int Count
- {
- get => _count;
- internal set
- {
- Debug.Assert(value >= 0);
- _count = value;
- }
- }
- /// <summary>
- /// Gets whether the next call to <see cref="SpinOnce()"/> will yield the processor, triggering a
- /// forced context switch.
- /// </summary>
- /// <value>Whether the next call to <see cref="SpinOnce()"/> will yield the processor, triggering a
- /// forced context switch.</value>
- /// <remarks>
- /// On a single-CPU machine, <see cref="SpinOnce()"/> always yields the processor. On machines with
- /// multiple CPUs, <see cref="SpinOnce()"/> may yield after an unspecified number of calls.
- /// </remarks>
- public bool NextSpinWillYield => _count >= YieldThreshold || PlatformHelper.IsSingleProcessor;
- /// <summary>
- /// Performs a single spin.
- /// </summary>
- /// <remarks>
- /// This is typically called in a loop, and may change in behavior based on the number of times a
- /// <see cref="SpinOnce()"/> has been called thus far on this instance.
- /// </remarks>
- public void SpinOnce()
- {
- SpinOnceCore(DefaultSleep1Threshold);
- }
- /// <summary>
- /// Performs a single spin.
- /// </summary>
- /// <param name="sleep1Threshold">
- /// A minimum spin count after which <code>Thread.Sleep(1)</code> may be used. A value of <code>-1</code> may be used to
- /// disable the use of <code>Thread.Sleep(1)</code>.
- /// </param>
- /// <exception cref="ArgumentOutOfRangeException">
- /// <paramref name="sleep1Threshold"/> is less than <code>-1</code>.
- /// </exception>
- /// <remarks>
- /// This is typically called in a loop, and may change in behavior based on the number of times a
- /// <see cref="SpinOnce()"/> has been called thus far on this instance.
- /// </remarks>
- 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);
- }
- /// <summary>
- /// Resets the spin counter.
- /// </summary>
- /// <remarks>
- /// This makes <see cref="SpinOnce()"/> and <see cref="NextSpinWillYield"/> behave as though no calls
- /// to <see cref="SpinOnce()"/> had been issued on this instance. If a <see cref="SpinWait"/> instance
- /// is reused many times, it may be useful to reset it to avoid yielding too soon.
- /// </remarks>
- public void Reset()
- {
- _count = 0;
- }
- #region Static Methods
- /// <summary>
- /// Spins until the specified condition is satisfied.
- /// </summary>
- /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
- /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
- public static void SpinUntil(Func<bool> condition)
- {
- #if DEBUG
- bool result =
- #endif
- SpinUntil(condition, Timeout.Infinite);
- #if DEBUG
- Debug.Assert(result);
- #endif
- }
- /// <summary>
- /// Spins until the specified condition is satisfied or until the specified timeout is expired.
- /// </summary>
- /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
- /// <param name="timeout">
- /// A <see cref="TimeSpan"/> that represents the number of milliseconds to wait,
- /// or a TimeSpan that represents -1 milliseconds to wait indefinitely.</param>
- /// <returns>True if the condition is satisfied within the timeout; otherwise, false</returns>
- /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
- /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="timeout"/> is a negative number
- /// other than -1 milliseconds, which represents an infinite time-out -or- timeout is greater than
- /// <see cref="System.Int32.MaxValue"/>.</exception>
- public static bool SpinUntil(Func<bool> 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);
- }
- /// <summary>
- /// Spins until the specified condition is satisfied or until the specified timeout is expired.
- /// </summary>
- /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
- /// <param name="millisecondsTimeout">The number of milliseconds to wait, or <see
- /// cref="System.Threading.Timeout.Infinite"/> (-1) to wait indefinitely.</param>
- /// <returns>True if the condition is satisfied within the timeout; otherwise, false</returns>
- /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
- /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="millisecondsTimeout"/> is a
- /// negative number other than -1, which represents an infinite time-out.</exception>
- public static bool SpinUntil(Func<bool> 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
- }
- /// <summary>
- /// A helper class to get the number of processors, it updates the numbers of processors every sampling interval.
- /// </summary>
- 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.
- /// <summary>
- /// Gets the number of available processors
- /// </summary>
- 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;
- }
- }
- /// <summary>
- /// Gets whether the current machine has only a single processor.
- /// </summary>
- /// <remarks>This typically does not change on a machine, so it's checked only once.</remarks>
- internal static readonly bool IsSingleProcessor = ProcessorCount == 1;
- }
- }
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