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+// 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;
+ }
+}