// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
using System.Collections.Generic;
using System.Reactive.Disposables;
using System.Reactive.PlatformServices;
using System.Threading;
namespace System.Reactive.Concurrency
{
public partial class LocalScheduler
{
///
/// Gate to protect queues and to synchronize scheduling decisions and system clock
/// change management.
///
private static readonly object s_gate = new object();
///
/// Long term work queue. Contains work that's due beyond SHORTTERM, computed at the
/// time of enqueueing.
///
private static readonly PriorityQueue s_longTerm = new PriorityQueue();
///
/// Disposable resource for the long term timer that will reevaluate and dispatch the
/// first item in the long term queue. A serial disposable is used to make "dispose
/// current and assign new" logic easier. The disposable itself is never disposed.
///
private static readonly SerialDisposable s_nextLongTermTimer = new SerialDisposable();
///
/// Item at the head of the long term queue for which the current long term timer is
/// running. Used to detect changes in the queue and decide whether we should replace
/// or can continue using the current timer (because no earlier long term work was
/// added to the queue).
///
private static WorkItem s_nextLongTermWorkItem = null;
///
/// Short term work queue. Contains work that's due soon, computed at the time of
/// enqueueing or upon reevaluation of the long term queue causing migration of work
/// items. This queue is kept in order to be able to relocate short term items back
/// to the long term queue in case a system clock change occurs.
///
private static readonly PriorityQueue s_shortTerm = new PriorityQueue();
///
/// Set of disposable handles to all of the current short term work Schedule calls,
/// allowing those to be cancelled upon a system clock change.
///
#if !NO_HASHSET
private static readonly HashSet s_shortTermWork = new HashSet();
#else
private static readonly Dictionary s_shortTermWork = new Dictionary();
#endif
///
/// Threshold where an item is considered to be short term work or gets moved from
/// long term to short term.
///
private static readonly TimeSpan SHORTTERM = TimeSpan.FromSeconds(10);
///
/// Maximum error ratio for timer drift. We've seen machines with 10s drift on a
/// daily basis, which is in the order 10E-4, so we allow for extra margin here.
/// This value is used to calculate early arrival for the long term queue timer
/// that will reevaluate work for the short term queue.
///
/// Example: -------------------------------...---------------------*-----$
/// ^ ^
/// | |
/// early due
/// 0.999 1.0
///
/// We also make the gap between early and due at least LONGTOSHORT so we have
/// enough time to transition work to short term and as a courtesy to the
/// destination scheduler to manage its queues etc.
///
private const int MAXERRORRATIO = 1000;
///
/// Minimum threshold for the long term timer to fire before the queue is reevaluated
/// for short term work. This value is chosen to be less than SHORTTERM in order to
/// ensure the timer fires and has work to transition to the short term queue.
///
private static readonly TimeSpan LONGTOSHORT = TimeSpan.FromSeconds(5);
///
/// Threshold used to determine when a short term timer has fired too early compared
/// to the absolute due time. This provides a last chance protection against early
/// completion of scheduled work, which can happen in case of time adjustment in the
/// operating system (cf. GetSystemTimeAdjustment).
///
private static readonly TimeSpan RETRYSHORT = TimeSpan.FromMilliseconds(50);
///
/// Longest interval supported by .
///
private static readonly TimeSpan MAXSUPPORTEDTIMER = TimeSpan.FromMilliseconds((1L << 32) - 2);
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1810:InitializeReferenceTypeStaticFieldsInline", Justification = "We can't really lift this into a field initializer, and would end up checking for an initialization flag in every static method anyway (which is roughly what the JIT does in a thread-safe manner).")]
static LocalScheduler()
{
//
// Hook up for system clock change notifications. This doesn't do anything until the
// AddRef method is called (which can throw).
//
SystemClock.SystemClockChanged += SystemClockChanged;
}
///
/// Enqueues absolute time scheduled work in the timer queue or the short term work list.
///
/// Scheduler to run the work on. Typically "this" from the caller's perspective (LocalScheduler.Schedule), but parameter kept because we have a single (static) timer queue across all of Rx local schedulers.
/// State to pass to the action.
/// Absolute time to run the work on. The timer queue is responsible to execute the work close to the specified time, also accounting for system clock changes.
/// Action to run, potentially recursing into the scheduler.
/// Disposable object to prevent the work from running.
private static IDisposable Enqueue(IScheduler scheduler, TState state, DateTimeOffset dueTime, Func action)
{
//
// Work that's due in the past is sent to the underlying scheduler through the Schedule
// overload for execution at TimeSpan.Zero. We don't go to the overload for immediate
// scheduling in order to:
//
// - Preserve the time-based nature of the call as surfaced to the underlying scheduler,
// as it may use different queuing strategies.
//
// - Optimize for the default behavior of LocalScheduler where a virtual call to Schedule
// for immediate execution calls into the abstract Schedule method with TimeSpan.Zero.
//
var due = Scheduler.Normalize(dueTime - scheduler.Now);
if (due == TimeSpan.Zero)
{
return scheduler.Schedule(state, TimeSpan.Zero, action);
}
//
// We're going down the path of queueing up work or scheduling it, so we need to make
// sure we can get system clock change notifications. If not, the call below is expected
// to throw NotSupportedException. WorkItem.Invoke decreases the ref count again to allow
// the system clock monitor to stop if there's no work left. Notice work items always
// reach an execution stage since we don't dequeue items but merely mark them as cancelled
// through WorkItem.Dispose. Double execution is also prevented, so the ref count should
// correctly balance out.
//
SystemClock.AddRef();
var workItem = new WorkItem(scheduler, state, dueTime, action);
if (due <= SHORTTERM)
{
ScheduleShortTermWork(workItem);
}
else
{
ScheduleLongTermWork(workItem);
}
return workItem;
}
///
/// Schedule work that's due in the short term. This leads to relative scheduling calls to the
/// underlying scheduler for short TimeSpan values. If the system clock changes in the meantime,
/// the short term work is attempted to be cancelled and reevaluated.
///
/// Work item to schedule in the short term. The caller is responsible to determine the work is indeed short term.
private static void ScheduleShortTermWork(WorkItem/*!*/ item)
{
lock (s_gate)
{
s_shortTerm.Enqueue(item);
//
// We don't bother trying to dequeue the item or stop the timer upon cancellation,
// but always let the timer fire to do the queue maintenance. When the item is
// cancelled, it won't run (see WorkItem.Invoke). In the event of a system clock
// change, all outstanding work in s_shortTermWork is cancelled and the short
// term queue is reevaluated, potentially prompting rescheduling of short term
// work. Notice work is protected against double execution by the implementation
// of WorkItem.Invoke.
//
var d = new SingleAssignmentDisposable();
#if !NO_HASHSET
s_shortTermWork.Add(d);
#else
s_shortTermWork.Add(d, null);
#endif
//
// We normalize the time delta again (possibly redundant), because we can't assume
// the underlying scheduler implementations is valid and deals with negative values
// (though it should).
//
var dueTime = Scheduler.Normalize(item.DueTime - item.Scheduler.Now);
d.Disposable = item.Scheduler.Schedule(d, dueTime, ExecuteNextShortTermWorkItem);
}
}
///
/// Callback to process the next short term work item.
///
/// Recursive scheduler supplied by the underlying scheduler.
/// Disposable used to identify the work the timer was triggered for (see code for usage).
/// Empty disposable. Recursive work cancellation is wired through the original WorkItem.
private static IDisposable ExecuteNextShortTermWorkItem(IScheduler scheduler, IDisposable cancel)
{
var next = default(WorkItem);
lock (s_gate)
{
//
// Notice that even though we try to cancel all work in the short term queue upon a
// system clock change, cancellation may not be honored immediately and there's a
// small chance this code runs for work that has been cancelled. Because the handler
// doesn't execute the work that triggered the time-based Schedule call, but always
// runs the work from the short term queue in order, we need to make sure we're not
// stealing items in the queue. We can do so by remembering the object identity of
// the disposable and check whether it still exists in the short term work list. If
// not, a system clock change handler has gotten rid of it as part of reevaluating
// the short term queue, but we still ended up here because the inherent race in the
// call to Dispose versus the underlying timer. It's also possible the underlying
// scheduler does a bad job at cancellation, so this measure helps for that too.
//
if (s_shortTermWork.Remove(cancel) && s_shortTerm.Count > 0)
{
next = s_shortTerm.Dequeue();
}
}
if (next != null)
{
//
// If things don't make sense and we're way too early to run the work, this is our
// final chance to prevent us from running before the due time. This situation can
// arise when Windows applies system clock adjustment (see SetSystemTimeAdjustment)
// and as a result the clock is ticking slower. If the clock is ticking faster due
// to such an adjustment, too bad :-). We try to minimize the window for the final
// relative time based scheduling such that 10%+ adjustments to the clock rate
// have only "little" impact (range of 100s of ms). On an absolute time scale, we
// don't provide stronger guarantees.
//
if (next.DueTime - next.Scheduler.Now >= RETRYSHORT)
{
ScheduleShortTermWork(next);
}
else
{
//
// Invocation happens on the recursive scheduler supplied to the function. We
// are already running on the target scheduler, so we should stay on board.
// Not doing so would have unexpected behavior for e.g. NewThreadScheduler,
// causing a whole new thread to be allocated because of a top-level call to
// the Schedule method rather than a recursive one.
//
// Notice if work got cancelled, the call to Invoke will not propagate to user
// code because of the IsDisposed check inside.
//
next.Invoke(scheduler);
}
}
//
// No need to return anything better here. We already handed out the original WorkItem
// object upon the call to Enqueue (called itself by Schedule). The disposable inside
// the work item allows a cancellation request to chase the underlying computation.
//
return Disposable.Empty;
}
///
/// Schedule work that's due on the long term. This leads to the work being queued up for
/// eventual transitioning to the short term work list.
///
/// Work item to schedule on the long term. The caller is responsible to determine the work is indeed long term.
private static void ScheduleLongTermWork(WorkItem/*!*/ item)
{
lock (s_gate)
{
s_longTerm.Enqueue(item);
//
// In case we're the first long-term item in the queue now, the timer will have
// to be updated.
//
UpdateLongTermProcessingTimer();
}
}
///
/// Updates the long term timer which is responsible to transition work from the head of the
/// long term queue to the short term work list.
///
/// Should be called under the scheduler lock.
private static void UpdateLongTermProcessingTimer()
{
/*
* CALLERS - Ensure this is called under the lock!
*
lock (s_gate) */
{
if (s_longTerm.Count == 0)
return;
//
// To avoid setting the timer all over again for the first work item if it hasn't changed,
// we keep track of the next long term work item that will be processed by the timer.
//
var next = s_longTerm.Peek();
if (next == s_nextLongTermWorkItem)
return;
//
// We need to arrive early in order to accommodate for potential drift. The relative amount
// of drift correction is kept in MAXERRORRATIO. At the very least, we want to be LONGTOSHORT
// early to make the final jump from long term to short term, giving the target scheduler
// enough time to process the item through its queue. LONGTOSHORT is chosen such that the
// error due to drift is negligible.
//
var due = Scheduler.Normalize(next.DueTime - next.Scheduler.Now);
var remainder = TimeSpan.FromTicks(Math.Max(due.Ticks / MAXERRORRATIO, LONGTOSHORT.Ticks));
var dueEarly = due - remainder;
//
// Limit the interval to maximum supported by underlying Timer.
//
var dueCapped = TimeSpan.FromTicks(Math.Min(dueEarly.Ticks, MAXSUPPORTEDTIMER.Ticks));
s_nextLongTermWorkItem = next;
s_nextLongTermTimer.Disposable = ConcurrencyAbstractionLayer.Current.StartTimer(EvaluateLongTermQueue, null, dueCapped);
}
}
///
/// Evaluates the long term queue, transitioning short term work to the short term list,
/// and adjusting the new long term processing timer accordingly.
///
/// Ignored.
private static void EvaluateLongTermQueue(object state)
{
lock (s_gate)
{
var next = default(WorkItem);
while (s_longTerm.Count > 0)
{
next = s_longTerm.Peek();
var due = Scheduler.Normalize(next.DueTime - next.Scheduler.Now);
if (due >= SHORTTERM)
break;
var item = s_longTerm.Dequeue();
ScheduleShortTermWork(item);
}
s_nextLongTermWorkItem = null;
UpdateLongTermProcessingTimer();
}
}
///
/// Callback invoked when a system clock change is observed in order to adjust and reevaluate
/// the internal scheduling queues.
///
/// Currently not used.
/// Currently not used.
private static void SystemClockChanged(object sender, SystemClockChangedEventArgs args)
{
lock (s_gate)
{
//
// Best-effort cancellation of short term work. A check for presence in the hash set
// is used to notice race conditions between cancellation and the timer firing (also
// guarded by the same gate object). See checks in ExecuteNextShortTermWorkItem.
//
#if !NO_HASHSET
foreach (var d in s_shortTermWork)
#else
foreach (var d in s_shortTermWork.Keys)
#endif
d.Dispose();
s_shortTermWork.Clear();
//
// Transition short term work to the long term queue for reevaluation by calling the
// EvaluateLongTermQueue method. We don't know which direction the clock was changed
// in, so we don't optimize for special cases, but always transition the whole queue.
// Notice the short term queue is bounded to SHORTTERM length.
//
while (s_shortTerm.Count > 0)
{
var next = s_shortTerm.Dequeue();
s_longTerm.Enqueue(next);
}
//
// Reevaluate the queue and don't forget to null out the current timer to force the
// method to create a new timer for the new first long term item.
//
s_nextLongTermWorkItem = null;
EvaluateLongTermQueue(null);
}
}
///
/// Represents a work item in the absolute time scheduler.
///
///
/// This type is very similar to ScheduledItem, but we need a different Invoke signature to allow customization
/// of the target scheduler (e.g. when called in a recursive scheduling context, see ExecuteNextShortTermWorkItem).
///
abstract class WorkItem : IComparable, IDisposable
{
private readonly IScheduler _scheduler;
private readonly DateTimeOffset _dueTime;
private readonly SingleAssignmentDisposable _disposable;
private int _hasRun;
public WorkItem(IScheduler scheduler, DateTimeOffset dueTime)
{
_scheduler = scheduler;
_dueTime = dueTime;
_disposable = new SingleAssignmentDisposable();
_hasRun = 0;
}
public IScheduler Scheduler
{
get { return _scheduler; }
}
public DateTimeOffset DueTime
{
get { return _dueTime; }
}
public void Invoke(IScheduler scheduler)
{
//
// Protect against possible maltreatment of the scheduler queues or races in
// execution of a work item that got relocated across system clock changes.
// Under no circumstance whatsoever we should run work twice. The monitor's
// ref count should also be subject to this policy.
//
if (Interlocked.Exchange(ref _hasRun, 1) == 0)
{
try
{
if (!_disposable.IsDisposed)
_disposable.Disposable = InvokeCore(scheduler);
}
finally
{
SystemClock.Release();
}
}
}
protected abstract IDisposable InvokeCore(IScheduler scheduler);
public int CompareTo(WorkItem/*!*/ other)
{
return Comparer.Default.Compare(this._dueTime, other._dueTime);
}
public void Dispose()
{
_disposable.Dispose();
}
}
///
/// Represents a work item that closes over scheduler invocation state. Subtyping is
/// used to have a common type for the scheduler queues.
///
sealed class WorkItem : WorkItem
{
private readonly TState _state;
private readonly Func _action;
public WorkItem(IScheduler scheduler, TState state, DateTimeOffset dueTime, Func action)
: base(scheduler, dueTime)
{
_state = state;
_action = action;
}
protected override IDisposable InvokeCore(IScheduler scheduler)
{
return _action(scheduler, _state);
}
}
}
}