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- //------------------------------------------------------------
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //------------------------------------------------------------
- namespace System.Runtime
- {
- using System.Collections.Generic;
- using System.Security;
- using System.Security.Permissions;
- using System.Threading;
- // A simple synchronized pool would simply lock a stack and push/pop on return/take.
- //
- // This implementation tries to reduce locking by exploiting the case where an item
- // is taken and returned by the same thread, which turns out to be common in our
- // scenarios.
- //
- // Initially, all the quota is allocated to a global (non-thread-specific) pool,
- // which takes locks. As different threads take and return values, we record their IDs,
- // and if we detect that a thread is taking and returning "enough" on the same thread,
- // then we decide to "promote" the thread. When a thread is promoted, we decrease the
- // quota of the global pool by one, and allocate a thread-specific entry for the thread
- // to store it's value. Once this entry is allocated, the thread can take and return
- // it's value from that entry without taking any locks. Not only does this avoid
- // locks, but it affinitizes pooled items to a particular thread.
- //
- // There are a couple of additional things worth noting:
- //
- // It is possible for a thread that we have reserved an entry for to exit. This means
- // we will still have a entry allocated for it, but the pooled item stored there
- // will never be used. After a while, we could end up with a number of these, and
- // as a result we would begin to exhaust the quota of the overall pool. To mitigate this
- // case, we throw away the entire per-thread pool, and return all the quota back to
- // the global pool if we are unable to promote a thread (due to lack of space). Then
- // the set of active threads will be re-promoted as they take and return items.
- //
- // You may notice that the code does not immediately promote a thread, and does not
- // immediately throw away the entire per-thread pool when it is unable to promote a
- // thread. Instead, it uses counters (based on the number of calls to the pool)
- // and a threshold to figure out when to do these operations. In the case where the
- // pool to misconfigured to have too few items for the workload, this avoids constant
- // promoting and rebuilding of the per thread entries.
- //
- // You may also notice that we do not use interlocked methods when adjusting statistics.
- // Since the statistics are a heuristic as to how often something is happening, they
- // do not need to be perfect.
- //
- [Fx.Tag.SynchronizationObject(Blocking = false)]
- class SynchronizedPool<T> where T : class
- {
- const int maxPendingEntries = 128;
- const int maxPromotionFailures = 64;
- const int maxReturnsBeforePromotion = 64;
- const int maxThreadItemsPerProcessor = 16;
- Entry[] entries;
- GlobalPool globalPool;
- int maxCount;
- PendingEntry[] pending;
- int promotionFailures;
- public SynchronizedPool(int maxCount)
- {
- int threadCount = maxCount;
- int maxThreadCount = maxThreadItemsPerProcessor + SynchronizedPoolHelper.ProcessorCount;
- if (threadCount > maxThreadCount)
- {
- threadCount = maxThreadCount;
- }
- this.maxCount = maxCount;
- this.entries = new Entry[threadCount];
- this.pending = new PendingEntry[4];
- this.globalPool = new GlobalPool(maxCount);
- }
- object ThisLock
- {
- get
- {
- return this;
- }
- }
- public void Clear()
- {
- Entry[] entries = this.entries;
- for (int i = 0; i < entries.Length; i++)
- {
- entries[i].value = null;
- }
- globalPool.Clear();
- }
- void HandlePromotionFailure(int thisThreadID)
- {
- int newPromotionFailures = this.promotionFailures + 1;
- if (newPromotionFailures >= maxPromotionFailures)
- {
- lock (ThisLock)
- {
- this.entries = new Entry[this.entries.Length];
- globalPool.MaxCount = maxCount;
- }
- PromoteThread(thisThreadID);
- }
- else
- {
- this.promotionFailures = newPromotionFailures;
- }
- }
- bool PromoteThread(int thisThreadID)
- {
- lock (ThisLock)
- {
- for (int i = 0; i < this.entries.Length; i++)
- {
- int threadID = this.entries[i].threadID;
- if (threadID == thisThreadID)
- {
- return true;
- }
- else if (threadID == 0)
- {
- globalPool.DecrementMaxCount();
- this.entries[i].threadID = thisThreadID;
- return true;
- }
- }
- }
- return false;
- }
- void RecordReturnToGlobalPool(int thisThreadID)
- {
- PendingEntry[] localPending = this.pending;
- for (int i = 0; i < localPending.Length; i++)
- {
- int threadID = localPending[i].threadID;
- if (threadID == thisThreadID)
- {
- int newReturnCount = localPending[i].returnCount + 1;
- if (newReturnCount >= maxReturnsBeforePromotion)
- {
- localPending[i].returnCount = 0;
- if (!PromoteThread(thisThreadID))
- {
- HandlePromotionFailure(thisThreadID);
- }
- }
- else
- {
- localPending[i].returnCount = newReturnCount;
- }
- break;
- }
- else if (threadID == 0)
- {
- break;
- }
- }
- }
- void RecordTakeFromGlobalPool(int thisThreadID)
- {
- PendingEntry[] localPending = this.pending;
- for (int i = 0; i < localPending.Length; i++)
- {
- int threadID = localPending[i].threadID;
- if (threadID == thisThreadID)
- {
- return;
- }
- else if (threadID == 0)
- {
- lock (localPending)
- {
- if (localPending[i].threadID == 0)
- {
- localPending[i].threadID = thisThreadID;
- return;
- }
- }
- }
- }
- if (localPending.Length >= maxPendingEntries)
- {
- this.pending = new PendingEntry[localPending.Length];
- }
- else
- {
- PendingEntry[] newPending = new PendingEntry[localPending.Length * 2];
- Array.Copy(localPending, newPending, localPending.Length);
- this.pending = newPending;
- }
- }
- public bool Return(T value)
- {
- int thisThreadID = Thread.CurrentThread.ManagedThreadId;
- if (thisThreadID == 0)
- {
- return false;
- }
- if (ReturnToPerThreadPool(thisThreadID, value))
- {
- return true;
- }
- return ReturnToGlobalPool(thisThreadID, value);
- }
- bool ReturnToPerThreadPool(int thisThreadID, T value)
- {
- Entry[] entries = this.entries;
- for (int i = 0; i < entries.Length; i++)
- {
- int threadID = entries[i].threadID;
- if (threadID == thisThreadID)
- {
- if (entries[i].value == null)
- {
- entries[i].value = value;
- return true;
- }
- else
- {
- return false;
- }
- }
- else if (threadID == 0)
- {
- break;
- }
- }
- return false;
- }
- bool ReturnToGlobalPool(int thisThreadID, T value)
- {
- RecordReturnToGlobalPool(thisThreadID);
- return globalPool.Return(value);
- }
- public T Take()
- {
- int thisThreadID = Thread.CurrentThread.ManagedThreadId;
- if (thisThreadID == 0)
- {
- return null;
- }
- T value = TakeFromPerThreadPool(thisThreadID);
- if (value != null)
- {
- return value;
- }
- return TakeFromGlobalPool(thisThreadID);
- }
- T TakeFromPerThreadPool(int thisThreadID)
- {
- Entry[] entries = this.entries;
- for (int i = 0; i < entries.Length; i++)
- {
- int threadID = entries[i].threadID;
- if (threadID == thisThreadID)
- {
- T value = entries[i].value;
- if (value != null)
- {
- entries[i].value = null;
- return value;
- }
- else
- {
- return null;
- }
- }
- else if (threadID == 0)
- {
- break;
- }
- }
- return null;
- }
- T TakeFromGlobalPool(int thisThreadID)
- {
- RecordTakeFromGlobalPool(thisThreadID);
- return globalPool.Take();
- }
- struct Entry
- {
- public int threadID;
- public T value;
- }
- struct PendingEntry
- {
- public int returnCount;
- public int threadID;
- }
- static class SynchronizedPoolHelper
- {
- public static readonly int ProcessorCount = GetProcessorCount();
- [Fx.Tag.SecurityNote(Critical = "Asserts in order to get the processor count from the environment", Safe = "This data isn't actually protected so it's ok to leak")]
- [SecuritySafeCritical]
- [EnvironmentPermission(SecurityAction.Assert, Read = "NUMBER_OF_PROCESSORS")]
- static int GetProcessorCount()
- {
- return Environment.ProcessorCount;
- }
- }
- [Fx.Tag.SynchronizationObject(Blocking = false)]
- class GlobalPool
- {
- Stack<T> items;
- int maxCount;
- public GlobalPool(int maxCount)
- {
- this.items = new Stack<T>();
- this.maxCount = maxCount;
- }
- public int MaxCount
- {
- get
- {
- return maxCount;
- }
- set
- {
- lock (ThisLock)
- {
- while (items.Count > value)
- {
- items.Pop();
- }
- maxCount = value;
- }
- }
- }
- object ThisLock
- {
- get
- {
- return this;
- }
- }
- public void DecrementMaxCount()
- {
- lock (ThisLock)
- {
- if (items.Count == maxCount)
- {
- items.Pop();
- }
- maxCount--;
- }
- }
- public T Take()
- {
- if (this.items.Count > 0)
- {
- lock (ThisLock)
- {
- if (this.items.Count > 0)
- {
- return this.items.Pop();
- }
- }
- }
- return null;
- }
- public bool Return(T value)
- {
- if (this.items.Count < this.MaxCount)
- {
- lock (ThisLock)
- {
- if (this.items.Count < this.MaxCount)
- {
- this.items.Push(value);
- return true;
- }
- }
- }
- return false;
- }
- public void Clear()
- {
- lock (ThisLock)
- {
- this.items.Clear();
- }
- }
- }
- }
- }
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