Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/mono/corert.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'src/System.Private.CoreLib/shared/System/Collections/Concurrent/ConcurrentQueueSegment.cs')
-rw-r--r--src/System.Private.CoreLib/shared/System/Collections/Concurrent/ConcurrentQueueSegment.cs332
1 files changed, 332 insertions, 0 deletions
diff --git a/src/System.Private.CoreLib/shared/System/Collections/Concurrent/ConcurrentQueueSegment.cs b/src/System.Private.CoreLib/shared/System/Collections/Concurrent/ConcurrentQueueSegment.cs
new file mode 100644
index 000000000..12e92d0e0
--- /dev/null
+++ b/src/System.Private.CoreLib/shared/System/Collections/Concurrent/ConcurrentQueueSegment.cs
@@ -0,0 +1,332 @@
+// 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.
+
+using System.Diagnostics;
+using System.Runtime.InteropServices;
+using System.Threading;
+
+namespace System.Collections.Concurrent
+{
+ /// <summary>
+ /// Provides a multi-producer, multi-consumer thread-safe bounded segment. When the queue is full,
+ /// enqueues fail and return false. When the queue is empty, dequeues fail and return null.
+ /// These segments are linked together to form the unbounded <see cref="ConcurrentQueue{T}"/>.
+ /// </summary>
+ [DebuggerDisplay("Capacity = {Capacity}")]
+ internal sealed class ConcurrentQueueSegment<T>
+ {
+ // Segment design is inspired by the algorithm outlined at:
+ // http://www.1024cores.net/home/lock-free-algorithms/queues/bounded-mpmc-queue
+
+ /// <summary>The array of items in this queue. Each slot contains the item in that slot and its "sequence number".</summary>
+ internal readonly Slot[] _slots;
+ /// <summary>Mask for quickly accessing a position within the queue's array.</summary>
+ internal readonly int _slotsMask;
+ /// <summary>The head and tail positions, with padding to help avoid false sharing contention.</summary>
+ /// <remarks>Dequeuing happens from the head, enqueuing happens at the tail.</remarks>
+ internal PaddedHeadAndTail _headAndTail; // mutable struct: do not make this readonly
+
+ /// <summary>Indicates whether the segment has been marked such that dequeues don't overwrite the removed data.</summary>
+ internal bool _preservedForObservation;
+ /// <summary>Indicates whether the segment has been marked such that no additional items may be enqueued.</summary>
+ internal bool _frozenForEnqueues;
+#pragma warning disable 0649 // some builds don't assign to this field
+ /// <summary>The segment following this one in the queue, or null if this segment is the last in the queue.</summary>
+ internal ConcurrentQueueSegment<T> _nextSegment;
+#pragma warning restore 0649
+
+ /// <summary>Creates the segment.</summary>
+ /// <param name="boundedLength">
+ /// The maximum number of elements the segment can contain. Must be a power of 2.
+ /// </param>
+ internal ConcurrentQueueSegment(int boundedLength)
+ {
+ // Validate the length
+ Debug.Assert(boundedLength >= 2, $"Must be >= 2, got {boundedLength}");
+ Debug.Assert((boundedLength & (boundedLength - 1)) == 0, $"Must be a power of 2, got {boundedLength}");
+
+ // Initialize the slots and the mask. The mask is used as a way of quickly doing "% _slots.Length",
+ // instead letting us do "& _slotsMask".
+ _slots = new Slot[boundedLength];
+ _slotsMask = boundedLength - 1;
+
+ // Initialize the sequence number for each slot. The sequence number provides a ticket that
+ // allows dequeuers to know whether they can dequeue and enqueuers to know whether they can
+ // enqueue. An enqueuer at position N can enqueue when the sequence number is N, and a dequeuer
+ // for position N can dequeue when the sequence number is N + 1. When an enqueuer is done writing
+ // at position N, it sets the sequence number to N + 1 so that a dequeuer will be able to dequeue,
+ // and when a dequeuer is done dequeueing at position N, it sets the sequence number to N + _slots.Length,
+ // so that when an enqueuer loops around the slots, it'll find that the sequence number at
+ // position N is N. This also means that when an enqueuer finds that at position N the sequence
+ // number is < N, there is still a value in that slot, i.e. the segment is full, and when a
+ // dequeuer finds that the value in a slot is < N + 1, there is nothing currently available to
+ // dequeue. (It is possible for multiple enqueuers to enqueue concurrently, writing into
+ // subsequent slots, and to have the first enqueuer take longer, so that the slots for 1, 2, 3, etc.
+ // may have values, but the 0th slot may still be being filled... in that case, TryDequeue will
+ // return false.)
+ for (int i = 0; i < _slots.Length; i++)
+ {
+ _slots[i].SequenceNumber = i;
+ }
+ }
+
+ /// <summary>Round the specified value up to the next power of 2, if it isn't one already.</summary>
+ internal static int RoundUpToPowerOf2(int i)
+ {
+ // Based on https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
+ --i;
+ i |= i >> 1;
+ i |= i >> 2;
+ i |= i >> 4;
+ i |= i >> 8;
+ i |= i >> 16;
+ return i + 1;
+ }
+
+ /// <summary>Gets the number of elements this segment can store.</summary>
+ internal int Capacity => _slots.Length;
+
+ /// <summary>Gets the "freeze offset" for this segment.</summary>
+ internal int FreezeOffset => _slots.Length * 2;
+
+ /// <summary>
+ /// Ensures that the segment will not accept any subsequent enqueues that aren't already underway.
+ /// </summary>
+ /// <remarks>
+ /// When we mark a segment as being frozen for additional enqueues,
+ /// we set the <see cref="_frozenForEnqueues"/> bool, but that's mostly
+ /// as a small helper to avoid marking it twice. The real marking comes
+ /// by modifying the Tail for the segment, increasing it by this
+ /// <see cref="FreezeOffset"/>. This effectively knocks it off the
+ /// sequence expected by future enqueuers, such that any additional enqueuer
+ /// will be unable to enqueue due to it not lining up with the expected
+ /// sequence numbers. This value is chosen specially so that Tail will grow
+ /// to a value that maps to the same slot but that won't be confused with
+ /// any other enqueue/dequeue sequence number.
+ /// </remarks>
+ internal void EnsureFrozenForEnqueues() // must only be called while queue's segment lock is held
+ {
+ if (!_frozenForEnqueues) // flag used to ensure we don't increase the Tail more than once if frozen more than once
+ {
+ _frozenForEnqueues = true;
+
+ // Increase the tail by FreezeOffset, spinning until we're successful in doing so.
+ var spinner = new SpinWait();
+ while (true)
+ {
+ int tail = Volatile.Read(ref _headAndTail.Tail);
+ if (Interlocked.CompareExchange(ref _headAndTail.Tail, tail + FreezeOffset, tail) == tail)
+ {
+ break;
+ }
+ spinner.SpinOnce();
+ }
+ }
+ }
+
+ /// <summary>Tries to dequeue an element from the queue.</summary>
+ public bool TryDequeue(out T item)
+ {
+ // Loop in case of contention...
+ var spinner = new SpinWait();
+ while (true)
+ {
+ // Get the head at which to try to dequeue.
+ int currentHead = Volatile.Read(ref _headAndTail.Head);
+ int slotsIndex = currentHead & _slotsMask;
+
+ // Read the sequence number for the head position.
+ int sequenceNumber = Volatile.Read(ref _slots[slotsIndex].SequenceNumber);
+
+ // We can dequeue from this slot if it's been filled by an enqueuer, which
+ // would have left the sequence number at pos+1.
+ int diff = sequenceNumber - (currentHead + 1);
+ if (diff == 0)
+ {
+ // We may be racing with other dequeuers. Try to reserve the slot by incrementing
+ // the head. Once we've done that, no one else will be able to read from this slot,
+ // and no enqueuer will be able to read from this slot until we've written the new
+ // sequence number. WARNING: The next few lines are not reliable on a runtime that
+ // supports thread aborts. If a thread abort were to sneak in after the CompareExchange
+ // but before the Volatile.Write, enqueuers trying to enqueue into this slot would
+ // spin indefinitely. If this implementation is ever used on such a platform, this
+ // if block should be wrapped in a finally / prepared region.
+ if (Interlocked.CompareExchange(ref _headAndTail.Head, currentHead + 1, currentHead) == currentHead)
+ {
+ // Successfully reserved the slot. Note that after the above CompareExchange, other threads
+ // trying to dequeue from this slot will end up spinning until we do the subsequent Write.
+ item = _slots[slotsIndex].Item;
+ if (!Volatile.Read(ref _preservedForObservation))
+ {
+ // If we're preserving, though, we don't zero out the slot, as we need it for
+ // enumerations, peeking, ToArray, etc. And we don't update the sequence number,
+ // so that an enqueuer will see it as full and be forced to move to a new segment.
+ _slots[slotsIndex].Item = default(T);
+ Volatile.Write(ref _slots[slotsIndex].SequenceNumber, currentHead + _slots.Length);
+ }
+ return true;
+ }
+ }
+ else if (diff < 0)
+ {
+ // The sequence number was less than what we needed, which means this slot doesn't
+ // yet contain a value we can dequeue, i.e. the segment is empty. Technically it's
+ // possible that multiple enqueuers could have written concurrently, with those
+ // getting later slots actually finishing first, so there could be elements after
+ // this one that are available, but we need to dequeue in order. So before declaring
+ // failure and that the segment is empty, we check the tail to see if we're actually
+ // empty or if we're just waiting for items in flight or after this one to become available.
+ bool frozen = _frozenForEnqueues;
+ int currentTail = Volatile.Read(ref _headAndTail.Tail);
+ if (currentTail - currentHead <= 0 || (frozen && (currentTail - FreezeOffset - currentHead <= 0)))
+ {
+ item = default(T);
+ return false;
+ }
+
+ // It's possible it could have become frozen after we checked _frozenForEnqueues
+ // and before reading the tail. That's ok: in that rare race condition, we just
+ // loop around again.
+ }
+
+ // Lost a race. Spin a bit, then try again.
+ spinner.SpinOnce();
+ }
+ }
+
+ /// <summary>Tries to peek at an element from the queue, without removing it.</summary>
+ public bool TryPeek(out T result, bool resultUsed)
+ {
+ if (resultUsed)
+ {
+ // In order to ensure we don't get a torn read on the value, we mark the segment
+ // as preserving for observation. Additional items can still be enqueued to this
+ // segment, but no space will be freed during dequeues, such that the segment will
+ // no longer be reusable.
+ _preservedForObservation = true;
+ Interlocked.MemoryBarrier();
+ }
+
+ // Loop in case of contention...
+ var spinner = new SpinWait();
+ while (true)
+ {
+ // Get the head at which to try to peek.
+ int currentHead = Volatile.Read(ref _headAndTail.Head);
+ int slotsIndex = currentHead & _slotsMask;
+
+ // Read the sequence number for the head position.
+ int sequenceNumber = Volatile.Read(ref _slots[slotsIndex].SequenceNumber);
+
+ // We can peek from this slot if it's been filled by an enqueuer, which
+ // would have left the sequence number at pos+1.
+ int diff = sequenceNumber - (currentHead + 1);
+ if (diff == 0)
+ {
+ result = resultUsed ? _slots[slotsIndex].Item : default(T);
+ return true;
+ }
+ else if (diff < 0)
+ {
+ // The sequence number was less than what we needed, which means this slot doesn't
+ // yet contain a value we can peek, i.e. the segment is empty. Technically it's
+ // possible that multiple enqueuers could have written concurrently, with those
+ // getting later slots actually finishing first, so there could be elements after
+ // this one that are available, but we need to peek in order. So before declaring
+ // failure and that the segment is empty, we check the tail to see if we're actually
+ // empty or if we're just waiting for items in flight or after this one to become available.
+ bool frozen = _frozenForEnqueues;
+ int currentTail = Volatile.Read(ref _headAndTail.Tail);
+ if (currentTail - currentHead <= 0 || (frozen && (currentTail - FreezeOffset - currentHead <= 0)))
+ {
+ result = default(T);
+ return false;
+ }
+
+ // It's possible it could have become frozen after we checked _frozenForEnqueues
+ // and before reading the tail. That's ok: in that rare race condition, we just
+ // loop around again.
+ }
+
+ // Lost a race. Spin a bit, then try again.
+ spinner.SpinOnce();
+ }
+ }
+
+ /// <summary>
+ /// Attempts to enqueue the item. If successful, the item will be stored
+ /// in the queue and true will be returned; otherwise, the item won't be stored, and false
+ /// will be returned.
+ /// </summary>
+ public bool TryEnqueue(T item)
+ {
+ // Loop in case of contention...
+ var spinner = new SpinWait();
+ while (true)
+ {
+ // Get the tail at which to try to return.
+ int currentTail = Volatile.Read(ref _headAndTail.Tail);
+ int slotsIndex = currentTail & _slotsMask;
+
+ // Read the sequence number for the tail position.
+ int sequenceNumber = Volatile.Read(ref _slots[slotsIndex].SequenceNumber);
+
+ // The slot is empty and ready for us to enqueue into it if its sequence
+ // number matches the slot.
+ int diff = sequenceNumber - currentTail;
+ if (diff == 0)
+ {
+ // We may be racing with other enqueuers. Try to reserve the slot by incrementing
+ // the tail. Once we've done that, no one else will be able to write to this slot,
+ // and no dequeuer will be able to read from this slot until we've written the new
+ // sequence number. WARNING: The next few lines are not reliable on a runtime that
+ // supports thread aborts. If a thread abort were to sneak in after the CompareExchange
+ // but before the Volatile.Write, other threads will spin trying to access this slot.
+ // If this implementation is ever used on such a platform, this if block should be
+ // wrapped in a finally / prepared region.
+ if (Interlocked.CompareExchange(ref _headAndTail.Tail, currentTail + 1, currentTail) == currentTail)
+ {
+ // Successfully reserved the slot. Note that after the above CompareExchange, other threads
+ // trying to return will end up spinning until we do the subsequent Write.
+ _slots[slotsIndex].Item = item;
+ Volatile.Write(ref _slots[slotsIndex].SequenceNumber, currentTail + 1);
+ return true;
+ }
+ }
+ else if (diff < 0)
+ {
+ // The sequence number was less than what we needed, which means this slot still
+ // contains a value, i.e. the segment is full. Technically it's possible that multiple
+ // dequeuers could have read concurrently, with those getting later slots actually
+ // finishing first, so there could be spaces after this one that are available, but
+ // we need to enqueue in order.
+ return false;
+ }
+
+ // Lost a race. Spin a bit, then try again.
+ spinner.SpinOnce();
+ }
+ }
+
+ /// <summary>Represents a slot in the queue.</summary>
+ [StructLayout(LayoutKind.Auto)]
+ [DebuggerDisplay("Item = {Item}, SequenceNumber = {SequenceNumber}")]
+ internal struct Slot
+ {
+ /// <summary>The item.</summary>
+ public T Item;
+ /// <summary>The sequence number for this slot, used to synchronize between enqueuers and dequeuers.</summary>
+ public int SequenceNumber;
+ }
+ }
+
+ /// <summary>Padded head and tail indices, to avoid false sharing between producers and consumers.</summary>
+ [DebuggerDisplay("Head = {Head}, Tail = {Tail}")]
+ [StructLayout(LayoutKind.Explicit, Size = 3 * Internal.PaddingHelpers.CACHE_LINE_SIZE)] // padding before/between/after fields
+ internal struct PaddedHeadAndTail
+ {
+ [FieldOffset(1 * Internal.PaddingHelpers.CACHE_LINE_SIZE)] public int Head;
+ [FieldOffset(2 * Internal.PaddingHelpers.CACHE_LINE_SIZE)] public int Tail;
+ }
+}