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Diffstat (limited to 'src/mscorlib/src/System/Collections/Concurrent/ConcurrentQueue.cs')
-rw-r--r-- | src/mscorlib/src/System/Collections/Concurrent/ConcurrentQueue.cs | 960 |
1 files changed, 960 insertions, 0 deletions
diff --git a/src/mscorlib/src/System/Collections/Concurrent/ConcurrentQueue.cs b/src/mscorlib/src/System/Collections/Concurrent/ConcurrentQueue.cs new file mode 100644 index 0000000000..9164eadad1 --- /dev/null +++ b/src/mscorlib/src/System/Collections/Concurrent/ConcurrentQueue.cs @@ -0,0 +1,960 @@ +// Licensed to the .NET Foundation under one or more agreements. +// The .NET Foundation licenses this file to you under the MIT license. +// See the LICENSE file in the project root for more information. +#pragma warning disable 0420 + + +// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +// +// +// +// A lock-free, concurrent queue primitive, and its associated debugger view type. +// +// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Diagnostics; +using System.Diagnostics.Contracts; +using System.Runtime.ConstrainedExecution; +using System.Runtime.InteropServices; +using System.Runtime.Serialization; +using System.Security; +using System.Security.Permissions; +using System.Threading; + +namespace System.Collections.Concurrent +{ + + /// <summary> + /// Represents a thread-safe first-in, first-out collection of objects. + /// </summary> + /// <typeparam name="T">Specifies the type of elements in the queue.</typeparam> + /// <remarks> + /// All public and protected members of <see cref="ConcurrentQueue{T}"/> are thread-safe and may be used + /// concurrently from multiple threads. + /// </remarks> + [ComVisible(false)] + [DebuggerDisplay("Count = {Count}")] + [DebuggerTypeProxy(typeof(SystemCollectionsConcurrent_ProducerConsumerCollectionDebugView<>))] + [HostProtection(Synchronization = true, ExternalThreading = true)] + [Serializable] + public class ConcurrentQueue<T> : IProducerConsumerCollection<T>, IReadOnlyCollection<T> + { + //fields of ConcurrentQueue + [NonSerialized] + private volatile Segment m_head; + + [NonSerialized] + private volatile Segment m_tail; + + private T[] m_serializationArray; // Used for custom serialization. + + private const int SEGMENT_SIZE = 32; + + //number of snapshot takers, GetEnumerator(), ToList() and ToArray() operations take snapshot. + [NonSerialized] + internal volatile int m_numSnapshotTakers = 0; + + /// <summary> + /// Initializes a new instance of the <see cref="ConcurrentQueue{T}"/> class. + /// </summary> + public ConcurrentQueue() + { + m_head = m_tail = new Segment(0, this); + } + + /// <summary> + /// Initializes the contents of the queue from an existing collection. + /// </summary> + /// <param name="collection">A collection from which to copy elements.</param> + private void InitializeFromCollection(IEnumerable<T> collection) + { + Segment localTail = new Segment(0, this);//use this local variable to avoid the extra volatile read/write. this is safe because it is only called from ctor + m_head = localTail; + + int index = 0; + foreach (T element in collection) + { + Contract.Assert(index >= 0 && index < SEGMENT_SIZE); + localTail.UnsafeAdd(element); + index++; + + if (index >= SEGMENT_SIZE) + { + localTail = localTail.UnsafeGrow(); + index = 0; + } + } + + m_tail = localTail; + } + + /// <summary> + /// Initializes a new instance of the <see cref="ConcurrentQueue{T}"/> + /// class that contains elements copied from the specified collection + /// </summary> + /// <param name="collection">The collection whose elements are copied to the new <see + /// cref="ConcurrentQueue{T}"/>.</param> + /// <exception cref="T:System.ArgumentNullException">The <paramref name="collection"/> argument is + /// null.</exception> + public ConcurrentQueue(IEnumerable<T> collection) + { + if (collection == null) + { + throw new ArgumentNullException("collection"); + } + + InitializeFromCollection(collection); + } + + /// <summary> + /// Get the data array to be serialized + /// </summary> + [OnSerializing] + private void OnSerializing(StreamingContext context) + { + // save the data into the serialization array to be saved + m_serializationArray = ToArray(); + } + + /// <summary> + /// Construct the queue from a previously seiralized one + /// </summary> + [OnDeserialized] + private void OnDeserialized(StreamingContext context) + { + Contract.Assert(m_serializationArray != null); + InitializeFromCollection(m_serializationArray); + m_serializationArray = null; + } + + /// <summary> + /// Copies the elements of the <see cref="T:System.Collections.ICollection"/> to an <see + /// cref="T:System.Array"/>, starting at a particular + /// <see cref="T:System.Array"/> index. + /// </summary> + /// <param name="array">The one-dimensional <see cref="T:System.Array">Array</see> that is the + /// destination of the elements copied from the + /// <see cref="T:System.Collections.Concurrent.ConcurrentBag"/>. The <see + /// cref="T:System.Array">Array</see> must have zero-based indexing.</param> + /// <param name="index">The zero-based index in <paramref name="array"/> at which copying + /// begins.</param> + /// <exception cref="ArgumentNullException"><paramref name="array"/> is a null reference (Nothing in + /// Visual Basic).</exception> + /// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is less than + /// zero.</exception> + /// <exception cref="ArgumentException"> + /// <paramref name="array"/> is multidimensional. -or- + /// <paramref name="array"/> does not have zero-based indexing. -or- + /// <paramref name="index"/> is equal to or greater than the length of the <paramref name="array"/> + /// -or- The number of elements in the source <see cref="T:System.Collections.ICollection"/> is + /// greater than the available space from <paramref name="index"/> to the end of the destination + /// <paramref name="array"/>. -or- The type of the source <see + /// cref="T:System.Collections.ICollection"/> cannot be cast automatically to the type of the + /// destination <paramref name="array"/>. + /// </exception> + void ICollection.CopyTo(Array array, int index) + { + // Validate arguments. + if (array == null) + { + throw new ArgumentNullException("array"); + } + + // We must be careful not to corrupt the array, so we will first accumulate an + // internal list of elements that we will then copy to the array. This requires + // some extra allocation, but is necessary since we don't know up front whether + // the array is sufficiently large to hold the stack's contents. + ((ICollection)ToList()).CopyTo(array, index); + } + + /// <summary> + /// Gets a value indicating whether access to the <see cref="T:System.Collections.ICollection"/> is + /// synchronized with the SyncRoot. + /// </summary> + /// <value>true if access to the <see cref="T:System.Collections.ICollection"/> is synchronized + /// with the SyncRoot; otherwise, false. For <see cref="ConcurrentQueue{T}"/>, this property always + /// returns false.</value> + bool ICollection.IsSynchronized + { + // Gets a value indicating whether access to this collection is synchronized. Always returns + // false. The reason is subtle. While access is in face thread safe, it's not the case that + // locking on the SyncRoot would have prevented concurrent pushes and pops, as this property + // would typically indicate; that's because we internally use CAS operations vs. true locks. + get { return false; } + } + + + /// <summary> + /// Gets an object that can be used to synchronize access to the <see + /// cref="T:System.Collections.ICollection"/>. This property is not supported. + /// </summary> + /// <exception cref="T:System.NotSupportedException">The SyncRoot property is not supported.</exception> + object ICollection.SyncRoot + { + get + { + throw new NotSupportedException(Environment.GetResourceString("ConcurrentCollection_SyncRoot_NotSupported")); + } + } + + /// <summary> + /// Returns an enumerator that iterates through a collection. + /// </summary> + /// <returns>An <see cref="T:System.Collections.IEnumerator"/> that can be used to iterate through the collection.</returns> + IEnumerator IEnumerable.GetEnumerator() + { + return ((IEnumerable<T>)this).GetEnumerator(); + } + + /// <summary> + /// Attempts to add an object to the <see + /// cref="T:System.Collections.Concurrent.IProducerConsumerCollection{T}"/>. + /// </summary> + /// <param name="item">The object to add to the <see + /// cref="T:System.Collections.Concurrent.IProducerConsumerCollection{T}"/>. The value can be a null + /// reference (Nothing in Visual Basic) for reference types. + /// </param> + /// <returns>true if the object was added successfully; otherwise, false.</returns> + /// <remarks>For <see cref="ConcurrentQueue{T}"/>, this operation will always add the object to the + /// end of the <see cref="ConcurrentQueue{T}"/> + /// and return true.</remarks> + bool IProducerConsumerCollection<T>.TryAdd(T item) + { + Enqueue(item); + return true; + } + + /// <summary> + /// Attempts to remove and return an object from the <see + /// cref="T:System.Collections.Concurrent.IProducerConsumerCollection{T}"/>. + /// </summary> + /// <param name="item"> + /// When this method returns, if the operation was successful, <paramref name="item"/> contains the + /// object removed. If no object was available to be removed, the value is unspecified. + /// </param> + /// <returns>true if an element was removed and returned succesfully; otherwise, false.</returns> + /// <remarks>For <see cref="ConcurrentQueue{T}"/>, this operation will attempt to remove the object + /// from the beginning of the <see cref="ConcurrentQueue{T}"/>. + /// </remarks> + bool IProducerConsumerCollection<T>.TryTake(out T item) + { + return TryDequeue(out item); + } + + /// <summary> + /// Gets a value that indicates whether the <see cref="ConcurrentQueue{T}"/> is empty. + /// </summary> + /// <value>true if the <see cref="ConcurrentQueue{T}"/> is empty; otherwise, false.</value> + /// <remarks> + /// For determining whether the collection contains any items, use of this property is recommended + /// rather than retrieving the number of items from the <see cref="Count"/> property and comparing it + /// to 0. However, as this collection is intended to be accessed concurrently, it may be the case + /// that another thread will modify the collection after <see cref="IsEmpty"/> returns, thus invalidating + /// the result. + /// </remarks> + 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; + } + } + } + + /// <summary> + /// Copies the elements stored in the <see cref="ConcurrentQueue{T}"/> to a new array. + /// </summary> + /// <returns>A new array containing a snapshot of elements copied from the <see + /// cref="ConcurrentQueue{T}"/>.</returns> + public T[] ToArray() + { + return ToList().ToArray(); + } + + /// <summary> + /// Copies the <see cref="ConcurrentQueue{T}"/> elements to a new <see + /// cref="T:System.Collections.Generic.List{T}"/>. + /// </summary> + /// <returns>A new <see cref="T:System.Collections.Generic.List{T}"/> containing a snapshot of + /// elements copied from the <see cref="ConcurrentQueue{T}"/>.</returns> + private List<T> ToList() + { + // Increments the number of active snapshot takers. This increment must happen before the snapshot is + // taken. At the same time, Decrement must happen after list copying is over. Only in this way, can it + // eliminate race condition when Segment.TryRemove() checks whether m_numSnapshotTakers == 0. + Interlocked.Increment(ref m_numSnapshotTakers); + + List<T> list = new List<T>(); + try + { + //store head and tail positions in buffer, + Segment head, tail; + int headLow, tailHigh; + GetHeadTailPositions(out head, out tail, out headLow, out tailHigh); + + if (head == tail) + { + head.AddToList(list, headLow, tailHigh); + } + else + { + head.AddToList(list, headLow, SEGMENT_SIZE - 1); + Segment curr = head.Next; + while (curr != tail) + { + curr.AddToList(list, 0, SEGMENT_SIZE - 1); + curr = curr.Next; + } + //Add tail segment + tail.AddToList(list, 0, tailHigh); + } + } + finally + { + // This Decrement must happen after copying is over. + Interlocked.Decrement(ref m_numSnapshotTakers); + } + return list; + } + + /// <summary> + /// Store the position of the current head and tail positions. + /// </summary> + /// <param name="head">return the head segment</param> + /// <param name="tail">return the tail segment</param> + /// <param name="headLow">return the head offset, value range [0, SEGMENT_SIZE]</param> + /// <param name="tailHigh">return the tail offset, value range [-1, SEGMENT_SIZE-1]</param> + private void GetHeadTailPositions(out Segment head, out Segment tail, + out int headLow, out int tailHigh) + { + head = m_head; + tail = m_tail; + headLow = head.Low; + tailHigh = tail.High; + SpinWait spin = new SpinWait(); + + //we loop until the observed values are stable and sensible. + //This ensures that any update order by other methods can be tolerated. + while ( + //if head and tail changed, retry + head != m_head || tail != m_tail + //if low and high pointers, retry + || headLow != head.Low || tailHigh != tail.High + //if head jumps ahead of tail because of concurrent grow and dequeue, retry + || head.m_index > tail.m_index) + { + spin.SpinOnce(); + head = m_head; + tail = m_tail; + headLow = head.Low; + tailHigh = tail.High; + } + } + + + /// <summary> + /// Gets the number of elements contained in the <see cref="ConcurrentQueue{T}"/>. + /// </summary> + /// <value>The number of elements contained in the <see cref="ConcurrentQueue{T}"/>.</value> + /// <remarks> + /// For determining whether the collection contains any items, use of the <see cref="IsEmpty"/> + /// property is recommended rather than retrieving the number of items from the <see cref="Count"/> + /// property and comparing it to 0. + /// </remarks> + public int Count + { + get + { + //store head and tail positions in buffer, + Segment head, tail; + int headLow, tailHigh; + GetHeadTailPositions(out head, out tail, out headLow, out tailHigh); + + if (head == tail) + { + return tailHigh - headLow + 1; + } + + //head segment + int count = SEGMENT_SIZE - headLow; + + //middle segment(s), if any, are full. + //We don't deal with overflow to be consistent with the behavior of generic types in CLR. + count += SEGMENT_SIZE * ((int)(tail.m_index - head.m_index - 1)); + + //tail segment + count += tailHigh + 1; + + return count; + } + } + + + /// <summary> + /// Copies the <see cref="ConcurrentQueue{T}"/> elements to an existing one-dimensional <see + /// cref="T:System.Array">Array</see>, starting at the specified array index. + /// </summary> + /// <param name="array">The one-dimensional <see cref="T:System.Array">Array</see> that is the + /// destination of the elements copied from the + /// <see cref="ConcurrentQueue{T}"/>. The <see cref="T:System.Array">Array</see> must have zero-based + /// indexing.</param> + /// <param name="index">The zero-based index in <paramref name="array"/> at which copying + /// begins.</param> + /// <exception cref="ArgumentNullException"><paramref name="array"/> is a null reference (Nothing in + /// Visual Basic).</exception> + /// <exception cref="ArgumentOutOfRangeException"><paramref name="index"/> is less than + /// zero.</exception> + /// <exception cref="ArgumentException"><paramref name="index"/> is equal to or greater than the + /// length of the <paramref name="array"/> + /// -or- The number of elements in the source <see cref="ConcurrentQueue{T}"/> is greater than the + /// available space from <paramref name="index"/> to the end of the destination <paramref + /// name="array"/>. + /// </exception> + public void CopyTo(T[] array, int index) + { + if (array == null) + { + throw new ArgumentNullException("array"); + } + + // We must be careful not to corrupt the array, so we will first accumulate an + // internal list of elements that we will then copy to the array. This requires + // some extra allocation, but is necessary since we don't know up front whether + // the array is sufficiently large to hold the stack's contents. + ToList().CopyTo(array, index); + } + + + /// <summary> + /// Returns an enumerator that iterates through the <see + /// cref="ConcurrentQueue{T}"/>. + /// </summary> + /// <returns>An enumerator for the contents of the <see + /// cref="ConcurrentQueue{T}"/>.</returns> + /// <remarks> + /// The enumeration represents a moment-in-time snapshot of the contents + /// of the queue. It does not reflect any updates to the collection after + /// <see cref="GetEnumerator"/> was called. The enumerator is safe to use + /// concurrently with reads from and writes to the queue. + /// </remarks> + public IEnumerator<T> GetEnumerator() + { + // Increments the number of active snapshot takers. This increment must happen before the snapshot is + // taken. At the same time, Decrement must happen after the enumeration is over. Only in this way, can it + // eliminate race condition when Segment.TryRemove() checks whether m_numSnapshotTakers == 0. + Interlocked.Increment(ref m_numSnapshotTakers); + + // Takes a snapshot of the queue. + // A design flaw here: if a Thread.Abort() happens, we cannot decrement m_numSnapshotTakers. But we cannot + // wrap the following with a try/finally block, otherwise the decrement will happen before the yield return + // statements in the GetEnumerator (head, tail, headLow, tailHigh) method. + Segment head, tail; + int headLow, tailHigh; + GetHeadTailPositions(out head, out tail, out headLow, out tailHigh); + + //If we put yield-return here, the iterator will be lazily evaluated. As a result a snapshot of + // the queue is not taken when GetEnumerator is initialized but when MoveNext() is first called. + // This is inconsistent with existing generic collections. In order to prevent it, we capture the + // value of m_head in a buffer and call out to a helper method. + //The old way of doing this was to return the ToList().GetEnumerator(), but ToList() was an + // unnecessary perfomance hit. + return GetEnumerator(head, tail, headLow, tailHigh); + } + + /// <summary> + /// Helper method of GetEnumerator to seperate out yield return statement, and prevent lazy evaluation. + /// </summary> + private IEnumerator<T> GetEnumerator(Segment head, Segment tail, int headLow, int tailHigh) + { + try + { + SpinWait spin = new SpinWait(); + + if (head == tail) + { + for (int i = headLow; i <= tailHigh; i++) + { + // If the position is reserved by an Enqueue operation, but the value is not written into, + // spin until the value is available. + spin.Reset(); + while (!head.m_state[i].m_value) + { + spin.SpinOnce(); + } + yield return head.m_array[i]; + } + } + else + { + //iterate on head segment + for (int i = headLow; i < SEGMENT_SIZE; i++) + { + // If the position is reserved by an Enqueue operation, but the value is not written into, + // spin until the value is available. + spin.Reset(); + while (!head.m_state[i].m_value) + { + spin.SpinOnce(); + } + yield return head.m_array[i]; + } + //iterate on middle segments + Segment curr = head.Next; + while (curr != tail) + { + for (int i = 0; i < SEGMENT_SIZE; i++) + { + // If the position is reserved by an Enqueue operation, but the value is not written into, + // spin until the value is available. + spin.Reset(); + while (!curr.m_state[i].m_value) + { + spin.SpinOnce(); + } + yield return curr.m_array[i]; + } + curr = curr.Next; + } + + //iterate on tail segment + for (int i = 0; i <= tailHigh; i++) + { + // If the position is reserved by an Enqueue operation, but the value is not written into, + // spin until the value is available. + spin.Reset(); + while (!tail.m_state[i].m_value) + { + spin.SpinOnce(); + } + yield return tail.m_array[i]; + } + } + } + finally + { + // This Decrement must happen after the enumeration is over. + Interlocked.Decrement(ref m_numSnapshotTakers); + } + } + + /// <summary> + /// Adds an object to the end of the <see cref="ConcurrentQueue{T}"/>. + /// </summary> + /// <param name="item">The object to add to the end of the <see + /// cref="ConcurrentQueue{T}"/>. The value can be a null reference + /// (Nothing in Visual Basic) for reference types. + /// </param> + public void Enqueue(T item) + { + SpinWait spin = new SpinWait(); + while (true) + { + Segment tail = m_tail; + if (tail.TryAppend(item)) + return; + spin.SpinOnce(); + } + } + + + /// <summary> + /// Attempts to remove and return the object at the beginning of the <see + /// cref="ConcurrentQueue{T}"/>. + /// </summary> + /// <param name="result"> + /// When this method returns, if the operation was successful, <paramref name="result"/> contains the + /// object removed. If no object was available to be removed, the value is unspecified. + /// </param> + /// <returns>true if an element was removed and returned from the beggining of the <see + /// cref="ConcurrentQueue{T}"/> + /// succesfully; otherwise, false.</returns> + 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; + } + + /// <summary> + /// Attempts to return an object from the beginning of the <see cref="ConcurrentQueue{T}"/> + /// without removing it. + /// </summary> + /// <param name="result">When this method returns, <paramref name="result"/> contains an object from + /// the beginning of the <see cref="T:System.Collections.Concurrent.ConccurrentQueue{T}"/> or an + /// unspecified value if the operation failed.</param> + /// <returns>true if and object was returned successfully; otherwise, false.</returns> + public bool TryPeek(out T result) + { + Interlocked.Increment(ref m_numSnapshotTakers); + + while (!IsEmpty) + { + Segment head = m_head; + if (head.TryPeek(out result)) + { + Interlocked.Decrement(ref m_numSnapshotTakers); + return true; + } + //since method IsEmpty spins, we don't need to spin in the while loop + } + result = default(T); + Interlocked.Decrement(ref m_numSnapshotTakers); + return false; + } + + + /// <summary> + /// private class for ConcurrentQueue. + /// a queue is a linked list of small arrays, each node is called a segment. + /// A segment contains an array, a pointer to the next segment, and m_low, m_high indices recording + /// the first and last valid elements of the array. + /// </summary> + 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; + + /// <summary> + /// Create and initialize a segment with the specified index. + /// </summary> + 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; + } + + /// <summary> + /// return the next segment + /// </summary> + internal Segment Next + { + get { return m_next; } + } + + + /// <summary> + /// return true if the current segment is empty (doesn't have any element available to dequeue, + /// false otherwise + /// </summary> + internal bool IsEmpty + { + get { return (Low > High); } + } + + /// <summary> + /// Add an element to the tail of the current segment + /// exclusively called by ConcurrentQueue.InitializedFromCollection + /// InitializeFromCollection is responsible to guaratee that there is no index overflow, + /// and there is no contention + /// </summary> + /// <param name="value"></param> + 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; + } + + /// <summary> + /// Create a new segment and append to the current one + /// Does not update the m_tail pointer + /// exclusively called by ConcurrentQueue.InitializedFromCollection + /// InitializeFromCollection is responsible to guaratee that there is no index overflow, + /// and there is no contention + /// </summary> + /// <returns>the reference to the new Segment</returns> + 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; + } + + /// <summary> + /// Create a new segment and append to the current one + /// Update the m_tail pointer + /// This method is called when there is no contention + /// </summary> + 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; + } + + + /// <summary> + /// Try to append an element at the end of this segment. + /// </summary> + /// <param name="value">the element to append</param> + /// <param name="tail">The tail.</param> + /// <returns>true if the element is appended, false if the current segment is full</returns> + /// <remarks>if appending the specified element succeeds, and after which the segment is full, + /// then grow the segment</remarks> + 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; + } + + + /// <summary> + /// try to remove an element from the head of current segment + /// </summary> + /// <param name="result">The result.</param> + /// <param name="head">The head.</param> + /// <returns>return false only if the current segment is empty</returns> + 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]; + + // If there is no other thread taking snapshot (GetEnumerator(), ToList(), etc), reset the deleted entry to null. + // It is ok if after this conditional check m_numSnapshotTakers becomes > 0, because new snapshots won't include + // the deleted entry at m_array[lowLocal]. + if (m_source.m_numSnapshotTakers <= 0) + { + 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; + } + + /// <summary> + /// try to peek the current segment + /// </summary> + /// <param name="result">holds the return value of the element at the head position, + /// value set to default(T) if there is no such an element</param> + /// <returns>true if there are elements in the current segment, false otherwise</returns> + 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; + } + + /// <summary> + /// Adds part or all of the current segment into a List. + /// </summary> + /// <param name="list">the list to which to add</param> + /// <param name="start">the start position</param> + /// <param name="end">the end position</param> + internal void AddToList(List<T> list, int start, int end) + { + for (int i = start; i <= end; i++) + { + SpinWait spin = new SpinWait(); + while (!m_state[i].m_value) + { + spin.SpinOnce(); + } + list.Add(m_array[i]); + } + } + + /// <summary> + /// return the position of the head of the current segment + /// Value range [0, SEGMENT_SIZE], if it's SEGMENT_SIZE, it means this segment is exhausted and thus empty + /// </summary> + internal int Low + { + get + { + return Math.Min(m_low, SEGMENT_SIZE); + } + } + + /// <summary> + /// return the logical position of the tail of the current segment + /// Value range [-1, SEGMENT_SIZE-1]. When it's -1, it means this is a new segment and has no elemnet yet + /// </summary> + 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 + + /// <summary> + /// A wrapper struct for volatile bool, please note the copy of the struct it self will not be volatile + /// for example this statement will not include in volatilness operation volatileBool1 = volatileBool2 the jit will copy the struct and will ignore the volatile + /// </summary> + struct VolatileBool + { + public VolatileBool(bool value) + { + m_value = value; + } + public volatile bool m_value; + } +} |