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-7,19
+7,15
using System.Diagnostics;
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namespace Implab.Parallels {
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namespace Implab.Parallels {
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public abstract class DispatchPool<TUnit> : IDisposable {
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public abstract class DispatchPool<TUnit> : IDisposable {
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readonly int m_minThreads;
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readonly int m_minThreadsLimit;
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readonly int m_maxThreads;
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readonly int m_maxThreadsLimit;
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readonly int m_releaseTimeout = 100; // the timeout while the working thread will wait for the new tasks before exit
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readonly int m_releaseTimeout = 1000; // the timeout while the working thread will wait for the new tasks before exit
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int m_createdThreads = 0; // the current size of the pool
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int m_threads = 0; // the current size of the pool
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int m_activeThreads = 0; // the count of threads which are active
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int m_sleepingThreads = 0; // the count of currently inactive threads
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int m_maxRunningThreads = 0; // the meximum reached size of the pool
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int m_maxRunningThreads = 0; // the meximum reached size of the pool
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int m_exitRequired = 0; // the pool is going to shutdown, all unused workers are released
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int m_exit = 0; // the pool is going to shutdown, all unused workers are released
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int m_wakeEvents = 0; // the count of wake events
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readonly object m_signal = new object(); // used to pulse waiting threads
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readonly object m_signalLocker = new object();
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protected DispatchPool(int min, int max) {
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protected DispatchPool(int min, int max) {
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if (min < 0)
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if (min < 0)
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-29,8
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namespace Implab.Parallels {
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if (min > max)
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if (min > max)
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min = max;
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min = max;
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m_minThreads = min;
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m_minThreadsLimit = min;
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m_maxThreads = max;
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m_maxThreadsLimit = max;
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}
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}
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protected DispatchPool(int threads)
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protected DispatchPool(int threads)
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-41,26
+37,19
namespace Implab.Parallels {
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int maxThreads, maxCP;
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int maxThreads, maxCP;
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ThreadPool.GetMaxThreads(out maxThreads, out maxCP);
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ThreadPool.GetMaxThreads(out maxThreads, out maxCP);
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m_minThreads = 0;
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m_minThreadsLimit = 0;
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m_maxThreads = maxThreads;
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m_maxThreadsLimit = maxThreads;
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}
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}
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protected void InitPool() {
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protected void InitPool() {
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for (int i = 0; i < m_minThreads; i++)
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for (int i = 0; i < m_minThreadsLimit; i++)
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StartWorker();
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StartWorker();
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}
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}
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public int PoolSize {
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public int PoolSize {
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get {
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get {
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Thread.MemoryBarrier();
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Thread.MemoryBarrier();
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return m_createdThreads;
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return m_threads;
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}
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}
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public int ActiveThreads {
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get {
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Thread.MemoryBarrier();
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return m_activeThreads;
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}
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}
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}
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}
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@@
-74,150
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namespace Implab.Parallels {
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protected bool IsDisposed {
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protected bool IsDisposed {
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get {
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get {
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Thread.MemoryBarrier();
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Thread.MemoryBarrier();
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return m_exitRequired == 1;
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return m_exit == 1;
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}
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}
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}
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}
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protected abstract bool TryDequeue(out TUnit unit);
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protected abstract bool TryDequeue(out TUnit unit);
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#region thread signaling traits
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private bool Dequeue(out TUnit unit, int timeout) {
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int SignalThread() {
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int ts = Environment.TickCount;
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var signals = Interlocked.Increment(ref m_wakeEvents);
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if (TryDequeue(out unit))
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if(signals == 1)
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return true;
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lock(m_signalLocker)
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lock (m_signal) {
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Monitor.Pulse(m_signalLocker);
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while (!TryDequeue(out unit) && m_exit == 0)
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return signals;
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if(!Monitor.Wait(m_signal, Math.Max(0, ts + timeout - Environment.TickCount))) {
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// timeout
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return false;
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}
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}
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// queue item or terminate
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bool FetchSignalOrWait(int timeout) {
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Monitor.Pulse(m_signal);
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var start = Environment.TickCount;
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if (m_exit == 1)
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int signals;
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return false;
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Thread.MemoryBarrier(); // m_wakeEvents volatile first read
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do {
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signals = m_wakeEvents;
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if (signals == 0)
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break;
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} while (Interlocked.CompareExchange(ref m_wakeEvents, signals - 1, signals) != signals);
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if (signals == 0) {
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// no signal is fetched
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lock(m_signalLocker) {
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while(m_wakeEvents == 0) {
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if (timeout != -1)
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timeout = Math.Max(0, timeout - (Environment.TickCount - start));
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if(!Monitor.Wait(m_signalLocker,timeout))
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return false; // timeout
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}
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}
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// m_wakeEvents > 0
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if (Interlocked.Decrement(ref m_wakeEvents) > 0) //syncronized
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Monitor.Pulse(m_signalLocker);
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// signal fetched
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return true;
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}
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} else {
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// signal fetched
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return true;
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return true;
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}
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}
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protected void SignalThread() {
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}
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lock (m_signal) {
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Monitor.Pulse(m_signal);
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bool Sleep(int timeout) {
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Interlocked.Increment(ref m_sleepingThreads);
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if (FetchSignalOrWait(timeout)) {
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Interlocked.Decrement(ref m_sleepingThreads);
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return true;
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} else {
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Interlocked.Decrement(ref m_sleepingThreads);
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return false;
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}
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}
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#endregion
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/// <summary>
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/// ΠΠ°ΠΏΡΡΠΊΠ°Π΅Ρ Π»ΠΈΠ±ΠΎ Π½ΠΎΠ²ΡΠΉ ΠΏΠΎΡΠΎΠΊ, Π΅ΡΠ»ΠΈ ΡΠ°Π½ΡΡΠ΅ Π½Π΅ Π±ΡΠ»ΠΎ Π½ΠΈ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΠΏΠΎΡΠΎΠΊΠ°, Π»ΠΈΠ±ΠΎ ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅Ρ ΡΠΎΠ±ΡΡΠΈΠ΅ ΠΏΡΠΎΠ±ΡΠΆΠ΄Π΅Π½ΠΈΠ΅ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΏΡΡΠ΅Π³ΠΎ ΠΏΠΎΡΠΎΠΊΠ°
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/// </summary>
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protected void GrowPool() {
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Thread.MemoryBarrier();
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if (m_exitRequired == 1)
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return;
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if (m_sleepingThreads > m_wakeEvents) {
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//Console.WriteLine("Waking threads (sleeps {0}, pending {1})", m_sleepingThreads, m_wakeEvents);
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// all sleeping threads may gone
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SignalThread(); // wake a sleeping thread;
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// we can't check whether signal has been processed
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// anyway it may take some time for the thread to start
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// we will ensure that at least one thread is running
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EnsurePoolIsAlive();
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} else {
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// if there is no sleeping threads in the pool
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if (!StartWorker()) {
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// we haven't started a new thread, but the current can be on the way to terminate and it can't process the queue
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// send it a signal to spin again
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SignalThread();
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EnsurePoolIsAlive();
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}
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}
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}
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}
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}
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protected void EnsurePoolIsAlive() {
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if (AllocateThreadSlot(1)) {
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// if there were no threads in the pool
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var worker = new Thread(this.Worker);
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worker.IsBackground = true;
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worker.Start();
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}
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}
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protected virtual bool Suspend() {
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//no tasks left, exit if the thread is no longer needed
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bool last;
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bool requestExit;
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// if threads have a timeout before releasing
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if (m_releaseTimeout > 0)
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requestExit = !Sleep(m_releaseTimeout);
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else
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requestExit = true;
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if (!requestExit)
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return true;
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// release unsused thread
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if (requestExit && ReleaseThreadSlot(out last)) {
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// in case at the moment the last thread was being released
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// a new task was added to the queue, we need to try
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// to revoke the thread to avoid the situation when the task is left unprocessed
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if (last && FetchSignalOrWait(0)) { // FetchSignalOrWait(0) will fetch pending task or will return false
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SignalThread(); // since FetchSignalOrWait(0) has fetched the signal we need to reschedule it
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return AllocateThreadSlot(1); // ensure that at least one thread is alive
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}
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return false;
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}
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// wait till infinity
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Sleep(-1);
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return true;
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}
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#region thread slots traits
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#region thread slots traits
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bool AllocateThreadSlot() {
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bool AllocateThreadSlot() {
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int current;
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int current;
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// use spins to allocate slot for the new thread
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// use spins to allocate slot for the new thread
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do {
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do {
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current = m_createdThreads;
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current = m_threads;
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if (current >= m_maxThreads || m_exitRequired == 1)
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if (current >= m_maxThreadsLimit || m_exit == 1)
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// no more slots left or the pool has been disposed
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// no more slots left or the pool has been disposed
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return false;
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return false;
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} while (current != Interlocked.CompareExchange(ref m_createdThreads, current + 1, current));
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} while (current != Interlocked.CompareExchange(ref m_threads, current + 1, current));
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UpdateMaxThreads(current + 1);
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UpdateMaxThreads(current + 1);
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@@
-225,7
+111,7
namespace Implab.Parallels {
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}
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}
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bool AllocateThreadSlot(int desired) {
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bool AllocateThreadSlot(int desired) {
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if (desired - 1 != Interlocked.CompareExchange(ref m_createdThreads, desired, desired - 1))
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if (desired - 1 != Interlocked.CompareExchange(ref m_threads, desired, desired - 1))
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return false;
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return false;
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UpdateMaxThreads(desired);
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UpdateMaxThreads(desired);
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@@
-239,26
+125,17
namespace Implab.Parallels {
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239
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// use spins to release slot for the new thread
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125
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// use spins to release slot for the new thread
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Thread.MemoryBarrier();
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Thread.MemoryBarrier();
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do {
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do {
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current = m_createdThreads;
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current = m_threads;
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if (current <= m_minThreads && m_exitRequired == 0)
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if (current <= m_minThreadsLimit && m_exit == 0)
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// the thread is reserved
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// the thread is reserved
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return false;
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return false;
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} while (current != Interlocked.CompareExchange(ref m_createdThreads, current - 1, current));
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} while (current != Interlocked.CompareExchange(ref m_threads, current - 1, current));
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247
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last = (current == 1);
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last = (current == 1);
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250
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return true;
|
|
136
|
return true;
|
|
251
|
}
|
|
137
|
}
|
|
252
|
|
|
138
|
|
|
253
|
/// <summary>
|
|
|
|
|
254
|
/// releases thread slot unconditionally, used during cleanup
|
|
|
|
|
255
|
/// </summary>
|
|
|
|
|
256
|
/// <returns>true - no more threads left</returns>
|
|
|
|
|
257
|
bool ReleaseThreadSlotAnyway() {
|
|
|
|
|
258
|
var left = Interlocked.Decrement(ref m_createdThreads);
|
|
|
|
|
259
|
return left == 0;
|
|
|
|
|
260
|
}
|
|
|
|
|
261
|
|
|
|
|
|
262
|
void UpdateMaxThreads(int count) {
|
|
139
|
void UpdateMaxThreads(int count) {
|
|
263
|
int max;
|
|
140
|
int max;
|
|
264
|
do {
|
|
141
|
do {
|
|
@@
-270,12
+147,11
namespace Implab.Parallels {
|
|
270
|
|
|
147
|
|
|
271
|
#endregion
|
|
148
|
#endregion
|
|
272
|
|
|
149
|
|
|
273
|
bool StartWorker() {
|
|
150
|
protected bool StartWorker() {
|
|
274
|
if (AllocateThreadSlot()) {
|
|
151
|
if (AllocateThreadSlot()) {
|
|
275
|
// slot successfully allocated
|
|
152
|
// slot successfully allocated
|
|
276
|
var worker = new Thread(this.Worker);
|
|
153
|
var worker = new Thread(this.Worker);
|
|
277
|
worker.IsBackground = true;
|
|
154
|
worker.IsBackground = true;
|
|
278
|
Interlocked.Increment(ref m_activeThreads);
|
|
|
|
|
279
|
worker.Start();
|
|
155
|
worker.Start();
|
|
280
|
|
|
156
|
|
|
281
|
return true;
|
|
157
|
return true;
|
|
@@
-288,44
+164,29
namespace Implab.Parallels {
|
|
288
|
|
|
164
|
|
|
289
|
protected virtual void Worker() {
|
|
165
|
protected virtual void Worker() {
|
|
290
|
TUnit unit;
|
|
166
|
TUnit unit;
|
|
291
|
//Console.WriteLine("{0}: Active", Thread.CurrentThread.ManagedThreadId);
|
|
167
|
bool last;
|
|
292
|
int count = 0;;
|
|
|
|
|
293
|
Thread.MemoryBarrier();
|
|
|
|
|
294
|
do {
|
|
168
|
do {
|
|
295
|
// exit if requested
|
|
169
|
while (Dequeue(out unit, m_releaseTimeout)) {
|
|
296
|
if (m_exitRequired == 1) {
|
|
170
|
InvokeUnit(unit);
|
|
297
|
// release the thread slot
|
|
171
|
}
|
|
298
|
Interlocked.Decrement(ref m_activeThreads);
|
|
172
|
if(!ReleaseThreadSlot(out last))
|
|
299
|
if (!ReleaseThreadSlotAnyway()) // it was the last worker
|
|
173
|
continue;
|
|
300
|
SignalThread(); // wake next worker
|
|
174
|
// queue may be not empty
|
|
|
|
|
175
|
if (last && TryDequeue(out unit)) {
|
|
|
|
|
176
|
InvokeUnit(unit);
|
|
|
|
|
177
|
if (AllocateThreadSlot(1))
|
|
|
|
|
178
|
continue;
|
|
|
|
|
179
|
// we can safely exit since pool is alive
|
|
|
|
|
180
|
}
|
|
301
|
break;
|
|
181
|
break;
|
|
|
|
|
182
|
} while(true);
|
|
302
|
}
|
|
183
|
}
|
|
303
|
|
|
184
|
|
|
304
|
// fetch task
|
|
|
|
|
305
|
if (TryDequeue(out unit)) {
|
|
|
|
|
306
|
InvokeUnit(unit);
|
|
|
|
|
307
|
count ++;
|
|
|
|
|
308
|
continue;
|
|
|
|
|
309
|
}
|
|
|
|
|
310
|
Interlocked.Decrement(ref m_activeThreads);
|
|
|
|
|
311
|
|
|
|
|
|
312
|
Console.WriteLine("{0}: Suspend processed({1})", Thread.CurrentThread.ManagedThreadId,count);
|
|
|
|
|
313
|
// entering suspend state
|
|
|
|
|
314
|
// keep this thread and wait
|
|
|
|
|
315
|
if (!Suspend())
|
|
|
|
|
316
|
break;
|
|
|
|
|
317
|
count = 0;
|
|
|
|
|
318
|
//Console.WriteLine("{0}: Awake", Thread.CurrentThread.ManagedThreadId);
|
|
|
|
|
319
|
Interlocked.Increment(ref m_activeThreads);
|
|
|
|
|
320
|
} while (true);
|
|
|
|
|
321
|
//Console.WriteLine("{0}: Exited", Thread.CurrentThread.ManagedThreadId);
|
|
|
|
|
322
|
}
|
|
|
|
|
323
|
|
|
185
|
|
|
324
|
protected virtual void Dispose(bool disposing) {
|
|
186
|
protected virtual void Dispose(bool disposing) {
|
|
325
|
if (disposing) {
|
|
187
|
if (disposing) {
|
|
326
|
if (0 == Interlocked.CompareExchange(ref m_exitRequired, 1, 0)) { // implies memory barrier
|
|
188
|
if (0 == Interlocked.CompareExchange(ref m_exit, 1, 0)) { // implies memory barrier
|
|
327
|
// wake sleeping threads
|
|
189
|
// wake sleeping threads
|
|
328
|
if (m_createdThreads > 0)
|
|
|
|
|
329
|
SignalThread();
|
|
190
|
SignalThread();
|
|
330
|
GC.SuppressFinalize(this);
|
|
191
|
GC.SuppressFinalize(this);
|
|
331
|
}
|
|
192
|
}
|