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Diffstat (limited to 'Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs')
-rw-r--r-- | Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs b/Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs new file mode 100644 index 0000000..76ab088 --- /dev/null +++ b/Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs @@ -0,0 +1,316 @@ +// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information. + +/* + * WARNING: Auto-generated file (7/18/2012 4:47:38 PM) + * + * Stripped down code based on ndp\clr\src\BCL\System\Collections\Concurrent\ConcurrentQueue.cs + */ + +#if NO_CDS_COLLECTIONS + +#pragma warning disable 0420 + +using System; +using System.Collections.Generic; +using System.Diagnostics.Contracts; +using System.Threading; + +namespace System.Collections.Concurrent +{ + internal class ConcurrentQueue<T> + { + private volatile Segment m_head; + private volatile Segment m_tail; + + private const int SEGMENT_SIZE = 32; + + public ConcurrentQueue() + { + m_head = m_tail = new Segment(0, this); + } + + public bool IsEmpty + { + get + { + Segment head = m_head; + if (!head.IsEmpty) + //fast route 1: + //if current head is not empty, then queue is not empty + return false; + else if (head.Next == null) + //fast route 2: + //if current head is empty and it's the last segment + //then queue is empty + return true; + else + //slow route: + //current head is empty and it is NOT the last segment, + //it means another thread is growing new segment + { + SpinWait spin = new SpinWait(); + while (head.IsEmpty) + { + if (head.Next == null) + return true; + + spin.SpinOnce(); + head = m_head; + } + return false; + } + } + } + + public void Enqueue(T item) + { + SpinWait spin = new SpinWait(); + while (true) + { + Segment tail = m_tail; + if (tail.TryAppend(item)) + return; + spin.SpinOnce(); + } + } + + public bool TryDequeue(out T result) + { + while (!IsEmpty) + { + Segment head = m_head; + if (head.TryRemove(out result)) + return true; + //since method IsEmpty spins, we don't need to spin in the while loop + } + result = default(T); + return false; + } + + private class Segment + { + //we define two volatile arrays: m_array and m_state. Note that the accesses to the array items + //do not get volatile treatment. But we don't need to worry about loading adjacent elements or + //store/load on adjacent elements would suffer reordering. + // - Two stores: these are at risk, but CLRv2 memory model guarantees store-release hence we are safe. + // - Two loads: because one item from two volatile arrays are accessed, the loads of the array references + // are sufficient to prevent reordering of the loads of the elements. + internal volatile T[] m_array; + + // For each entry in m_array, the corresponding entry in m_state indicates whether this position contains + // a valid value. m_state is initially all false. + internal volatile VolatileBool[] m_state; + + //pointer to the next segment. null if the current segment is the last segment + private volatile Segment m_next; + + //We use this zero based index to track how many segments have been created for the queue, and + //to compute how many active segments are there currently. + // * The number of currently active segments is : m_tail.m_index - m_head.m_index + 1; + // * m_index is incremented with every Segment.Grow operation. We use Int64 type, and we can safely + // assume that it never overflows. To overflow, we need to do 2^63 increments, even at a rate of 4 + // billion (2^32) increments per second, it takes 2^31 seconds, which is about 64 years. + internal readonly long m_index; + + //indices of where the first and last valid values + // - m_low points to the position of the next element to pop from this segment, range [0, infinity) + // m_low >= SEGMENT_SIZE implies the segment is disposable + // - m_high points to the position of the latest pushed element, range [-1, infinity) + // m_high == -1 implies the segment is new and empty + // m_high >= SEGMENT_SIZE-1 means this segment is ready to grow. + // and the thread who sets m_high to SEGMENT_SIZE-1 is responsible to grow the segment + // - Math.Min(m_low, SEGMENT_SIZE) > Math.Min(m_high, SEGMENT_SIZE-1) implies segment is empty + // - initially m_low =0 and m_high=-1; + private volatile int m_low; + private volatile int m_high; + + private volatile ConcurrentQueue<T> m_source; + + internal Segment(long index, ConcurrentQueue<T> source) + { + m_array = new T[SEGMENT_SIZE]; + m_state = new VolatileBool[SEGMENT_SIZE]; //all initialized to false + m_high = -1; + Contract.Assert(index >= 0); + m_index = index; + m_source = source; + } + + internal Segment Next + { + get { return m_next; } + } + + internal bool IsEmpty + { + get { return (Low > High); } + } + + internal void UnsafeAdd(T value) + { + Contract.Assert(m_high < SEGMENT_SIZE - 1); + m_high++; + m_array[m_high] = value; + m_state[m_high].m_value = true; + } + + internal Segment UnsafeGrow() + { + Contract.Assert(m_high >= SEGMENT_SIZE - 1); + Segment newSegment = new Segment(m_index + 1, m_source); //m_index is Int64, we don't need to worry about overflow + m_next = newSegment; + return newSegment; + } + + internal void Grow() + { + //no CAS is needed, since there is no contention (other threads are blocked, busy waiting) + Segment newSegment = new Segment(m_index + 1, m_source); //m_index is Int64, we don't need to worry about overflow + m_next = newSegment; + Contract.Assert(m_source.m_tail == this); + m_source.m_tail = m_next; + } + + internal bool TryAppend(T value) + { + //quickly check if m_high is already over the boundary, if so, bail out + if (m_high >= SEGMENT_SIZE - 1) + { + return false; + } + + //Now we will use a CAS to increment m_high, and store the result in newhigh. + //Depending on how many free spots left in this segment and how many threads are doing this Increment + //at this time, the returning "newhigh" can be + // 1) < SEGMENT_SIZE - 1 : we took a spot in this segment, and not the last one, just insert the value + // 2) == SEGMENT_SIZE - 1 : we took the last spot, insert the value AND grow the segment + // 3) > SEGMENT_SIZE - 1 : we failed to reserve a spot in this segment, we return false to + // Queue.Enqueue method, telling it to try again in the next segment. + + int newhigh = SEGMENT_SIZE; //initial value set to be over the boundary + + //We need do Interlocked.Increment and value/state update in a finally block to ensure that they run + //without interuption. This is to prevent anything from happening between them, and another dequeue + //thread maybe spinning forever to wait for m_state[] to be true; + try + { } + finally + { + newhigh = Interlocked.Increment(ref m_high); + if (newhigh <= SEGMENT_SIZE - 1) + { + m_array[newhigh] = value; + m_state[newhigh].m_value = true; + } + + //if this thread takes up the last slot in the segment, then this thread is responsible + //to grow a new segment. Calling Grow must be in the finally block too for reliability reason: + //if thread abort during Grow, other threads will be left busy spinning forever. + if (newhigh == SEGMENT_SIZE - 1) + { + Grow(); + } + } + + //if newhigh <= SEGMENT_SIZE-1, it means the current thread successfully takes up a spot + return newhigh <= SEGMENT_SIZE - 1; + } + + internal bool TryRemove(out T result) + { + SpinWait spin = new SpinWait(); + int lowLocal = Low, highLocal = High; + while (lowLocal <= highLocal) + { + //try to update m_low + if (Interlocked.CompareExchange(ref m_low, lowLocal + 1, lowLocal) == lowLocal) + { + //if the specified value is not available (this spot is taken by a push operation, + // but the value is not written into yet), then spin + SpinWait spinLocal = new SpinWait(); + while (!m_state[lowLocal].m_value) + { + spinLocal.SpinOnce(); + } + result = m_array[lowLocal]; + m_array[lowLocal] = default(T); //release the reference to the object. + + //if the current thread sets m_low to SEGMENT_SIZE, which means the current segment becomes + //disposable, then this thread is responsible to dispose this segment, and reset m_head + if (lowLocal + 1 >= SEGMENT_SIZE) + { + // Invariant: we only dispose the current m_head, not any other segment + // In usual situation, disposing a segment is simply seting m_head to m_head.m_next + // But there is one special case, where m_head and m_tail points to the same and ONLY + //segment of the queue: Another thread A is doing Enqueue and finds that it needs to grow, + //while the *current* thread is doing *this* Dequeue operation, and finds that it needs to + //dispose the current (and ONLY) segment. Then we need to wait till thread A finishes its + //Grow operation, this is the reason of having the following while loop + spinLocal = new SpinWait(); + while (m_next == null) + { + spinLocal.SpinOnce(); + } + Contract.Assert(m_source.m_head == this); + m_source.m_head = m_next; + } + return true; + } + else + { + //CAS failed due to contention: spin briefly and retry + spin.SpinOnce(); + lowLocal = Low; highLocal = High; + } + }//end of while + result = default(T); + return false; + } + + internal bool TryPeek(out T result) + { + result = default(T); + int lowLocal = Low; + if (lowLocal > High) + return false; + SpinWait spin = new SpinWait(); + while (!m_state[lowLocal].m_value) + { + spin.SpinOnce(); + } + result = m_array[lowLocal]; + return true; + } + + internal int Low + { + get + { + return Math.Min(m_low, SEGMENT_SIZE); + } + } + + internal int High + { + get + { + //if m_high > SEGMENT_SIZE, it means it's out of range, we should return + //SEGMENT_SIZE-1 as the logical position + return Math.Min(m_high, SEGMENT_SIZE - 1); + } + } + + } + }//end of class Segment + + struct VolatileBool + { + public VolatileBool(bool value) + { + m_value = value; + } + public volatile bool m_value; + } +} + +#endif
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