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+// Copyright (c) Microsoft. All rights reserved.
+// Licensed under the MIT license. See LICENSE file in the project root for full license information.
+
+// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+//
+//
+//
+// Central spin logic used across the entire code-base.
+//
+// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
+
+using System;
+using System.Runtime.ConstrainedExecution;
+using System.Security.Permissions;
+using System.Threading;
+using System.Diagnostics.Contracts;
+using System.Diagnostics.CodeAnalysis;
+
+namespace System.Threading
+{
+ // SpinWait is just a little value type that encapsulates some common spinning
+ // logic. It ensures we always yield on single-proc machines (instead of using busy
+ // waits), and that we work well on HT. It encapsulates a good mixture of spinning
+ // and real yielding. It's a value type so that various areas of the engine can use
+ // one by allocating it on the stack w/out unnecessary GC allocation overhead, e.g.:
+ //
+ // void f() {
+ // SpinWait wait = new SpinWait();
+ // while (!p) { wait.SpinOnce(); }
+ // ...
+ // }
+ //
+ // Internally it just maintains a counter that is used to decide when to yield, etc.
+ //
+ // A common usage is to spin before blocking. In those cases, the NextSpinWillYield
+ // property allows a user to decide to fall back to waiting once it returns true:
+ //
+ // void f() {
+ // SpinWait wait = new SpinWait();
+ // while (!p) {
+ // if (wait.NextSpinWillYield) { /* block! */ }
+ // else { wait.SpinOnce(); }
+ // }
+ // ...
+ // }
+
+ /// <summary>
+ /// Provides support for spin-based waiting.
+ /// </summary>
+ /// <remarks>
+ /// <para>
+ /// <see cref="SpinWait"/> encapsulates common spinning logic. On single-processor machines, yields are
+ /// always used instead of busy waits, and on computers with Intel™ processors employing Hyper-Threading™
+ /// technology, it helps to prevent hardware thread starvation. SpinWait encapsulates a good mixture of
+ /// spinning and true yielding.
+ /// </para>
+ /// <para>
+ /// <see cref="SpinWait"/> is a value type, which means that low-level code can utilize SpinWait without
+ /// fear of unnecessary allocation overheads. SpinWait is not generally useful for ordinary applications.
+ /// In most cases, you should use the synchronization classes provided by the .NET Framework, such as
+ /// <see cref="System.Threading.Monitor"/>. For most purposes where spin waiting is required, however,
+ /// the <see cref="SpinWait"/> type should be preferred over the <see
+ /// cref="System.Threading.Thread.SpinWait"/> method.
+ /// </para>
+ /// <para>
+ /// While SpinWait is designed to be used in concurrent applications, it is not designed to be
+ /// used from multiple threads concurrently. SpinWait's members are not thread-safe. If multiple
+ /// threads must spin, each should use its own instance of SpinWait.
+ /// </para>
+ /// </remarks>
+ [HostProtection(Synchronization = true, ExternalThreading = true)]
+ public struct SpinWait
+ {
+
+ // These constants determine the frequency of yields versus spinning. The
+ // numbers may seem fairly arbitrary, but were derived with at least some
+ // thought in the design document. I fully expect they will need to change
+ // over time as we gain more experience with performance.
+ internal const int YIELD_THRESHOLD = 10; // When to switch over to a true yield.
+ internal const int SLEEP_0_EVERY_HOW_MANY_TIMES = 5; // After how many yields should we Sleep(0)?
+ internal const int SLEEP_1_EVERY_HOW_MANY_TIMES = 20; // After how many yields should we Sleep(1)?
+
+ // The number of times we've spun already.
+ private int m_count;
+
+ /// <summary>
+ /// Gets the number of times <see cref="SpinOnce"/> has been called on this instance.
+ /// </summary>
+ public int Count
+ {
+ get { return m_count; }
+ }
+
+ /// <summary>
+ /// Gets whether the next call to <see cref="SpinOnce"/> will yield the processor, triggering a
+ /// forced context switch.
+ /// </summary>
+ /// <value>Whether the next call to <see cref="SpinOnce"/> will yield the processor, triggering a
+ /// forced context switch.</value>
+ /// <remarks>
+ /// On a single-CPU machine, <see cref="SpinOnce"/> always yields the processor. On machines with
+ /// multiple CPUs, <see cref="SpinOnce"/> may yield after an unspecified number of calls.
+ /// </remarks>
+ public bool NextSpinWillYield
+ {
+ get { return m_count > YIELD_THRESHOLD || PlatformHelper.IsSingleProcessor; }
+ }
+
+ /// <summary>
+ /// Performs a single spin.
+ /// </summary>
+ /// <remarks>
+ /// This is typically called in a loop, and may change in behavior based on the number of times a
+ /// <see cref="SpinOnce"/> has been called thus far on this instance.
+ /// </remarks>
+ public void SpinOnce()
+ {
+ if (NextSpinWillYield)
+ {
+ //
+ // We must yield.
+ //
+ // We prefer to call Thread.Yield first, triggering a SwitchToThread. This
+ // unfortunately doesn't consider all runnable threads on all OS SKUs. In
+ // some cases, it may only consult the runnable threads whose ideal processor
+ // is the one currently executing code. Thus we occasionally issue a call to
+ // Sleep(0), which considers all runnable threads at equal priority. Even this
+ // is insufficient since we may be spin waiting for lower priority threads to
+ // execute; we therefore must call Sleep(1) once in a while too, which considers
+ // all runnable threads, regardless of ideal processor and priority, but may
+ // remove the thread from the scheduler's queue for 10+ms, if the system is
+ // configured to use the (default) coarse-grained system timer.
+ //
+
+#if !FEATURE_CORECLR
+ CdsSyncEtwBCLProvider.Log.SpinWait_NextSpinWillYield();
+#endif
+ int yieldsSoFar = (m_count >= YIELD_THRESHOLD ? m_count - YIELD_THRESHOLD : m_count);
+
+ if ((yieldsSoFar % SLEEP_1_EVERY_HOW_MANY_TIMES) == (SLEEP_1_EVERY_HOW_MANY_TIMES - 1))
+ {
+ Thread.Sleep(1);
+ }
+ else if ((yieldsSoFar % SLEEP_0_EVERY_HOW_MANY_TIMES) == (SLEEP_0_EVERY_HOW_MANY_TIMES - 1))
+ {
+ Thread.Sleep(0);
+ }
+ else
+ {
+ Thread.Yield();
+ }
+ }
+ else
+ {
+ //
+ // Otherwise, we will spin.
+ //
+ // We do this using the CLR's SpinWait API, which is just a busy loop that
+ // issues YIELD/PAUSE instructions to ensure multi-threaded CPUs can react
+ // intelligently to avoid starving. (These are NOOPs on other CPUs.) We
+ // choose a number for the loop iteration count such that each successive
+ // call spins for longer, to reduce cache contention. We cap the total
+ // number of spins we are willing to tolerate to reduce delay to the caller,
+ // since we expect most callers will eventually block anyway.
+ //
+ Thread.SpinWait(4 << m_count);
+ }
+
+ // Finally, increment our spin counter.
+ m_count = (m_count == int.MaxValue ? YIELD_THRESHOLD : m_count + 1);
+ }
+
+ /// <summary>
+ /// Resets the spin counter.
+ /// </summary>
+ /// <remarks>
+ /// This makes <see cref="SpinOnce"/> and <see cref="NextSpinWillYield"/> behave as though no calls
+ /// to <see cref="SpinOnce"/> had been issued on this instance. If a <see cref="SpinWait"/> instance
+ /// is reused many times, it may be useful to reset it to avoid yielding too soon.
+ /// </remarks>
+ public void Reset()
+ {
+ m_count = 0;
+ }
+
+ #region Static Methods
+ /// <summary>
+ /// Spins until the specified condition is satisfied.
+ /// </summary>
+ /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
+ /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
+ public static void SpinUntil(Func<bool> condition)
+ {
+#if DEBUG
+ bool result =
+#endif
+ SpinUntil(condition, Timeout.Infinite);
+#if DEBUG
+ Contract.Assert(result);
+#endif
+ }
+
+ /// <summary>
+ /// Spins until the specified condition is satisfied or until the specified timeout is expired.
+ /// </summary>
+ /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
+ /// <param name="timeout">
+ /// A <see cref="TimeSpan"/> that represents the number of milliseconds to wait,
+ /// or a TimeSpan that represents -1 milliseconds to wait indefinitely.</param>
+ /// <returns>True if the condition is satisfied within the timeout; otherwise, false</returns>
+ /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
+ /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="timeout"/> is a negative number
+ /// other than -1 milliseconds, which represents an infinite time-out -or- timeout is greater than
+ /// <see cref="System.Int32.MaxValue"/>.</exception>
+ public static bool SpinUntil(Func<bool> condition, TimeSpan timeout)
+ {
+ // Validate the timeout
+ Int64 totalMilliseconds = (Int64)timeout.TotalMilliseconds;
+ if (totalMilliseconds < -1 || totalMilliseconds > Int32.MaxValue)
+ {
+ throw new System.ArgumentOutOfRangeException(
+ "timeout", timeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
+ }
+
+ // Call wait with the timeout milliseconds
+ return SpinUntil(condition, (int)timeout.TotalMilliseconds);
+ }
+
+ /// <summary>
+ /// Spins until the specified condition is satisfied or until the specified timeout is expired.
+ /// </summary>
+ /// <param name="condition">A delegate to be executed over and over until it returns true.</param>
+ /// <param name="millisecondsTimeout">The number of milliseconds to wait, or <see
+ /// cref="System.Threading.Timeout.Infinite"/> (-1) to wait indefinitely.</param>
+ /// <returns>True if the condition is satisfied within the timeout; otherwise, false</returns>
+ /// <exception cref="ArgumentNullException">The <paramref name="condition"/> argument is null.</exception>
+ /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="millisecondsTimeout"/> is a
+ /// negative number other than -1, which represents an infinite time-out.</exception>
+ public static bool SpinUntil(Func<bool> condition, int millisecondsTimeout)
+ {
+ if (millisecondsTimeout < Timeout.Infinite)
+ {
+ throw new ArgumentOutOfRangeException(
+ "millisecondsTimeout", millisecondsTimeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
+ }
+ if (condition == null)
+ {
+ throw new ArgumentNullException("condition", Environment.GetResourceString("SpinWait_SpinUntil_ArgumentNull"));
+ }
+ uint startTime = 0;
+ if (millisecondsTimeout != 0 && millisecondsTimeout != Timeout.Infinite)
+ {
+ startTime = TimeoutHelper.GetTime();
+ }
+ SpinWait spinner = new SpinWait();
+ while (!condition())
+ {
+ if (millisecondsTimeout == 0)
+ {
+ return false;
+ }
+
+ spinner.SpinOnce();
+
+ if (millisecondsTimeout != Timeout.Infinite && spinner.NextSpinWillYield)
+ {
+ if (millisecondsTimeout <= (TimeoutHelper.GetTime() - startTime))
+ {
+ return false;
+ }
+ }
+ }
+ return true;
+
+ }
+ #endregion
+
+ }
+
+
+ /// <summary>
+ /// A helper class to get the number of processors, it updates the numbers of processors every sampling interval.
+ /// </summary>
+ internal static class PlatformHelper
+ {
+ private const int PROCESSOR_COUNT_REFRESH_INTERVAL_MS = 30000; // How often to refresh the count, in milliseconds.
+ private static volatile int s_processorCount; // The last count seen.
+ private static volatile int s_lastProcessorCountRefreshTicks; // The last time we refreshed.
+
+ /// <summary>
+ /// Gets the number of available processors
+ /// </summary>
+ [SuppressMessage("Microsoft.Concurrency", "CA8001", Justification = "Reviewed for thread safety")]
+ internal static int ProcessorCount
+ {
+ get
+ {
+ int now = Environment.TickCount;
+ int procCount = s_processorCount;
+ if (procCount == 0 || (now - s_lastProcessorCountRefreshTicks) >= PROCESSOR_COUNT_REFRESH_INTERVAL_MS)
+ {
+ s_processorCount = procCount = Environment.ProcessorCount;
+ s_lastProcessorCountRefreshTicks = now;
+ }
+
+ Contract.Assert(procCount > 0 && procCount <= 64,
+ "Processor count not within the expected range (1 - 64).");
+
+ return procCount;
+ }
+ }
+
+ /// <summary>
+ /// Gets whether the current machine has only a single processor.
+ /// </summary>
+ internal static bool IsSingleProcessor
+ {
+ get { return ProcessorCount == 1; }
+ }
+ }
+
+ /// <summary>
+ /// A helper class to capture a start time using Environment.TickCout as a time in milliseconds, also updates a given timeout bu subtracting the current time from
+ /// the start time
+ /// </summary>
+ internal static class TimeoutHelper
+ {
+ /// <summary>
+ /// Returns the Environment.TickCount as a start time in milliseconds as a uint, TickCount tools over from postive to negative every ~ 25 days
+ /// then ~25 days to back to positive again, uint is sued to ignore the sign and double the range to 50 days
+ /// </summary>
+ /// <returns></returns>
+ public static uint GetTime()
+ {
+ return (uint)Environment.TickCount;
+ }
+
+ /// <summary>
+ /// Helper function to measure and update the elapsed time
+ /// </summary>
+ /// <param name="startTime"> The first time (in milliseconds) observed when the wait started</param>
+ /// <param name="originalWaitMillisecondsTimeout">The orginal wait timeoutout in milliseconds</param>
+ /// <returns>The new wait time in milliseconds, -1 if the time expired</returns>
+ public static int UpdateTimeOut(uint startTime, int originalWaitMillisecondsTimeout)
+ {
+ // The function must be called in case the time out is not infinite
+ Contract.Assert(originalWaitMillisecondsTimeout != Timeout.Infinite);
+
+ uint elapsedMilliseconds = (GetTime() - startTime);
+
+ // Check the elapsed milliseconds is greater than max int because this property is uint
+ if (elapsedMilliseconds > int.MaxValue)
+ {
+ return 0;
+ }
+
+ // Subtract the elapsed time from the current wait time
+ int currentWaitTimeout = originalWaitMillisecondsTimeout - (int)elapsedMilliseconds; ;
+ if (currentWaitTimeout <= 0)
+ {
+ return 0;
+ }
+
+ return currentWaitTimeout;
+ }
+ }
+
+}