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using System.Threading;
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using System.Collections.Generic;
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using System;
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using System.Collections;
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namespace Implab.Parallels {
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public class AsyncQueue<T> : IEnumerable<T> {
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class Chunk {
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public Chunk next;
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int m_low;
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int m_hi;
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int m_alloc;
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readonly int m_size;
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readonly T[] m_data;
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public Chunk(int size) {
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m_size = size;
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m_data = new T[size];
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}
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public Chunk(int size, T value) {
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m_size = size;
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m_hi = 1;
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m_alloc = 1;
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m_data = new T[size];
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m_data[0] = value;
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}
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public int Low {
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get { return m_low; }
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}
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public int Hi {
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get { return m_hi; }
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}
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public bool TryEnqueue(T value,out bool extend) {
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extend = false;
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int alloc;
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do {
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alloc = m_alloc;
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if (alloc > m_size)
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return false;
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} while(alloc != Interlocked.CompareExchange(ref m_alloc, alloc+1, alloc));
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if (alloc == m_size) {
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extend = true;
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return false;
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}
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m_data[alloc] = value;
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while (alloc != Interlocked.CompareExchange(ref m_hi, alloc + 1, alloc)) {
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// spin wait for commit
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}
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return true;
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}
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public bool TryDequeue(out T value,out bool recycle) {
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int low;
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do {
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low = m_low;
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if (low >= m_hi) {
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value = default(T);
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recycle = (low == m_size);
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return false;
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}
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} while(low != Interlocked.CompareExchange(ref m_low, low + 1, low));
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recycle = (low == m_size - 1);
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value = m_data[low];
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return true;
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}
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public T GetAt(int pos) {
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return m_data[pos];
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}
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}
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public const int DEFAULT_CHUNK_SIZE = 32;
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readonly int m_chunkSize = DEFAULT_CHUNK_SIZE;
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Chunk m_first;
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Chunk m_last;
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public AsyncQueue() {
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m_last = m_first = new Chunk(m_chunkSize);
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}
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public void Enqueue(T value) {
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var last = m_last;
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// spin wait to the new chunk
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bool extend = true;
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while(last == null || !last.TryEnqueue(value, out extend)) {
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// try to extend queue
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if (extend || last == null) {
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var chunk = new Chunk(m_chunkSize, value);
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if (EnqueueChunk(last, chunk))
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break;
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last = m_last;
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} else {
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while (last != m_last) {
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Thread.MemoryBarrier();
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last = m_last;
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}
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}
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}
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}
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public bool TryDequeue(out T value) {
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var chunk = m_first;
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bool recycle;
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while (chunk != null) {
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var result = chunk.TryDequeue(out value, out recycle);
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if (recycle) // this chunk is waste
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RecycleFirstChunk(chunk);
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else
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return result; // this chunk is usable and returned actual result
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if (result) // this chunk is waste but the true result is always actual
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return true;
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// try again
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chunk = m_first;
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}
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// the queue is empty
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value = default(T);
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return false;
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}
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bool EnqueueChunk(Chunk last, Chunk chunk) {
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if (Interlocked.CompareExchange(ref m_last, chunk, last) != last)
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return false;
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if (last != null)
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last.next = chunk;
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else
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m_first = chunk;
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return true;
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}
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void RecycleFirstChunk(Chunk first) {
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var next = first.next;
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if (next == null) {
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// looks like this is the last chunk
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if (first != Interlocked.CompareExchange(ref m_last, null, first)) {
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// race
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// maybe someone already recycled this chunk
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// or a new chunk has been appedned to the queue
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return; // give up
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}
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// the tail is updated
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}
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// we need to update the head
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Interlocked.CompareExchange(ref m_first, next, first);
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// if the head is already updated then give up
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return;
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}
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#region IEnumerable implementation
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class Enumerator : IEnumerator<T> {
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Chunk m_current;
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int m_pos = -1;
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public Enumerator(Chunk fisrt) {
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m_current = fisrt;
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}
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#region IEnumerator implementation
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public bool MoveNext() {
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if (m_current == null)
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return false;
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if (m_pos == -1)
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m_pos = m_current.Low;
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else
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m_pos++;
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if (m_pos == m_current.Hi) {
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m_pos = 0;
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m_current = m_current.next;
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}
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return true;
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}
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public void Reset() {
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throw new NotSupportedException();
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}
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object IEnumerator.Current {
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get {
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return Current;
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}
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}
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#endregion
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#region IDisposable implementation
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public void Dispose() {
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}
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#endregion
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#region IEnumerator implementation
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public T Current {
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get {
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if (m_pos == -1 || m_current == null)
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throw new InvalidOperationException();
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return m_current.GetAt(m_pos);
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}
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}
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#endregion
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}
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public IEnumerator<T> GetEnumerator() {
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return new Enumerator(m_first);
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}
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#endregion
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#region IEnumerable implementation
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IEnumerator IEnumerable.GetEnumerator() {
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return GetEnumerator();
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}
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#endregion
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}
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}
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