// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information. /* * WARNING: Auto-generated file (7/18/2012 4:47:38 PM) * * Stripped down code based on ndp\clr\src\BCL\System\Collections\Concurrent\ConcurrentQueue.cs */ #if NO_CDS_COLLECTIONS #pragma warning disable 0420 using System; using System.Collections.Generic; using System.Diagnostics.Contracts; using System.Threading; namespace System.Collections.Concurrent { internal class ConcurrentQueue { private volatile Segment m_head; private volatile Segment m_tail; private const int SEGMENT_SIZE = 32; public ConcurrentQueue() { m_head = m_tail = new Segment(0, this); } 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; } } } public void Enqueue(T item) { SpinWait spin = new SpinWait(); while (true) { Segment tail = m_tail; if (tail.TryAppend(item)) return; spin.SpinOnce(); } } 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; } 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 m_source; internal Segment(long index, ConcurrentQueue 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; } internal Segment Next { get { return m_next; } } internal bool IsEmpty { get { return (Low > High); } } 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; } 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; } 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; } 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; } 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]; 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; } 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; } internal int Low { get { return Math.Min(m_low, SEGMENT_SIZE); } } 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 struct VolatileBool { public VolatileBool(bool value) { m_value = value; } public volatile bool m_value; } } #endif