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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.cs316
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diff --git a/Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs b/Rx.NET/System.Reactive.Core/Reactive/Internal/ConcurrentQueue.cs
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+// 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 \ No newline at end of file