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DFA refactoring, rx based dfa.
DFA refactoring, rx based dfa.

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r125:f803565868a4 v2
r170:181119ef3b39 ref20160224
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DispatchPool.cs
197 lines | 6.0 KiB | text/x-csharp | CSharpLexer
cin
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r15 using System;
using System.Threading;
namespace Implab.Parallels {
public abstract class DispatchPool<TUnit> : IDisposable {
cin
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r81 readonly int m_minThreadsLimit;
readonly int m_maxThreadsLimit;
readonly int m_releaseTimeout = 1000; // the timeout while the working thread will wait for the new tasks before exit
cin
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r21
cin
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r93 int m_threads; // the current size of the pool
int m_maxRunningThreads; // the meximum reached size of the pool
int m_exit; // the pool is going to shutdown, all unused workers are released
cin
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r80
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r81 readonly object m_signal = new object(); // used to pulse waiting threads
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r15
protected DispatchPool(int min, int max) {
if (min < 0)
throw new ArgumentOutOfRangeException("min");
if (max <= 0)
throw new ArgumentOutOfRangeException("max");
if (min > max)
min = max;
cin
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r81 m_minThreadsLimit = min;
m_maxThreadsLimit = max;
cin
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r15 }
protected DispatchPool(int threads)
: this(threads, threads) {
}
protected DispatchPool() {
cin
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r81 m_minThreadsLimit = 0;
cin
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r125 m_maxThreadsLimit = Environment.ProcessorCount;
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r15 }
protected void InitPool() {
cin
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r81 for (int i = 0; i < m_minThreadsLimit; i++)
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r15 StartWorker();
}
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r20 public int PoolSize {
cin
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r15 get {
cin
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r80 Thread.MemoryBarrier();
cin
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r81 return m_threads;
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r20 }
}
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r81
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r15 public int MaxRunningThreads {
get {
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r80 Thread.MemoryBarrier();
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r15 return m_maxRunningThreads;
}
}
protected bool IsDisposed {
get {
cin
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r80 Thread.MemoryBarrier();
cin
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r81 return m_exit == 1;
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r15 }
}
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r17 protected abstract bool TryDequeue(out TUnit unit);
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r89 bool Dequeue(out TUnit unit, int timeout) {
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r81 int ts = Environment.TickCount;
if (TryDequeue(out unit))
return true;
lock (m_signal) {
while (!TryDequeue(out unit) && m_exit == 0)
if(!Monitor.Wait(m_signal, Math.Max(0, ts + timeout - Environment.TickCount))) {
// timeout
return false;
cin
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r80 }
cin
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r81 // queue item or terminate
Monitor.Pulse(m_signal);
if (m_exit == 1)
return false;
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r80 }
cin
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r81 return true;
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r22 }
cin
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r81 protected void SignalThread() {
lock (m_signal) {
Monitor.Pulse(m_signal);
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r30 }
}
cin
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r17 #region thread slots traits
bool AllocateThreadSlot() {
cin
sync
r16 int current;
cin
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r15 // use spins to allocate slot for the new thread
do {
cin
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r81 current = m_threads;
if (current >= m_maxThreadsLimit || m_exit == 1)
cin
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r15 // no more slots left or the pool has been disposed
return false;
cin
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r81 } while (current != Interlocked.CompareExchange(ref m_threads, current + 1, current));
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r15
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r17 UpdateMaxThreads(current + 1);
return true;
}
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r15
cin
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r17 bool AllocateThreadSlot(int desired) {
cin
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r81 if (desired - 1 != Interlocked.CompareExchange(ref m_threads, desired, desired - 1))
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r17 return false;
UpdateMaxThreads(desired);
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r15
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r17 return true;
}
bool ReleaseThreadSlot(out bool last) {
last = false;
int current;
// use spins to release slot for the new thread
cin
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r80 Thread.MemoryBarrier();
cin
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r17 do {
cin
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r81 current = m_threads;
if (current <= m_minThreadsLimit && m_exit == 0)
cin
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r17 // the thread is reserved
return false;
cin
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r81 } while (current != Interlocked.CompareExchange(ref m_threads, current - 1, current));
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r17
last = (current == 1);
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r15
return true;
}
cin
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r17 void UpdateMaxThreads(int count) {
int max;
cin
sync
r16 do {
cin
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r17 max = m_maxRunningThreads;
if (max >= count)
break;
} while(max != Interlocked.CompareExchange(ref m_maxRunningThreads, count, max));
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sync
r16 }
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r17 #endregion
cin
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r81 protected bool StartWorker() {
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r17 if (AllocateThreadSlot()) {
// slot successfully allocated
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r92 var worker = new Thread(Worker);
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r17 worker.IsBackground = true;
worker.Start();
return true;
}
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r92 return false;
cin
sync
r16 }
cin
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r21 protected abstract void InvokeUnit(TUnit unit);
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r41 protected virtual void Worker() {
cin
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r21 TUnit unit;
cin
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r81 bool last;
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r15 do {
cin
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r81 while (Dequeue(out unit, m_releaseTimeout)) {
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r21 InvokeUnit(unit);
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r81 }
if(!ReleaseThreadSlot(out last))
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r21 continue;
cin
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r81 // queue may be not empty
if (last && TryDequeue(out unit)) {
InvokeUnit(unit);
if (AllocateThreadSlot(1))
continue;
// we can safely exit since pool is alive
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r15 }
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r81 break;
} while(true);
}
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r15
protected virtual void Dispose(bool disposing) {
if (disposing) {
cin
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r81 if (0 == Interlocked.CompareExchange(ref m_exit, 1, 0)) { // implies memory barrier
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r15 // wake sleeping threads
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r81 SignalThread();
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r15 GC.SuppressFinalize(this);
}
}
}
public void Dispose() {
Dispose(true);
}
~DispatchPool() {
Dispose(false);
}
}
}