Nuclex.Support/Source/AffineThreadPool.cs

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#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Threading;
using System.Collections.Generic;
using System.Diagnostics;
namespace Nuclex.Support {
/// <summary>Alternative Thread pool providing one thread for each core</summary>
/// <remarks>
/// <para>
/// Unlike the normal thread pool, the affine thread pool provides only as many
/// threads as there are CPU cores available on the current platform. This makes
/// it more suitable for tasks you want to spread across all available cpu cores
/// explicitely, however, it's not a good match if you just want to run a series
/// of tasks asynchronously.
/// </para>
/// <para>
/// Implementation based on original code provided by Stephen Toub
/// (stoub at microsoft ignorethis dot com)
/// </para>
/// </remarks>
public static class AffineThreadPool {
/// <summary>Number of CPU cores available on the system</summary>
#if XBOX360
public static readonly int CpuCores = 4;
#else
public static readonly int CpuCores = Environment.ProcessorCount;
#endif
/// <summary>Delegate used by the thread pool to handle assertion checks</summary>
/// <param name="condition">Condition that will be asserted</param>
/// <param name="message">Message explaining what causes the assertion to fail</param>
/// <param name="details">
/// Detailed description of the exact cause of the assertion failure
/// </param>
public delegate void AssertionDelegate(
bool condition, string message, string details
);
#region class UserWorkItem
/// <summary>Used to hold a callback delegate and the state for that delegate.</summary>
private struct UserWorkItem {
/// <summary>Initialize the callback holding object.</summary>
/// <param name="callback">Callback delegate for the callback.</param>
/// <param name="state">State with which to call the callback delegate.</param>
public UserWorkItem(WaitCallback callback, object state) {
this.Callback = callback;
this.State = state;
}
/// <summary>Callback delegate for the callback.</summary>
public WaitCallback Callback;
/// <summary>State with which to call the callback delegate.</summary>
public object State;
}
#endregion // class UserWorkItem
/// <summary>Initializes the thread pool</summary>
static AffineThreadPool() {
// Create our thread stores; we handle synchronization ourself
// as we may run into situations where multiple operations need to be atomic.
// We keep track of the threads we've created just for good measure; not actually
// needed for any core functionality.
workAvailable = new AutoResetEvent(false);
userWorkItems = new Queue<UserWorkItem>(CpuCores * 4);
workerThreads = new List<Thread>(CpuCores);
inUseThreads = 0;
// We can only use these hardware thread indices on the XBox 360
#if XBOX360
XboxHardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
#endif
// Create all of the worker threads
for(int index = 0; index < CpuCores; index++) {
// Create a new thread and add it to the list of threads.
Thread newThread = new Thread(new ThreadStart(ProcessQueuedItems));
workerThreads.Add(newThread);
// Configure the new thread and start it
newThread.Name = "Nuclex.Support.AffineThreadPool Thread #" + index.ToString();
newThread.IsBackground = true;
newThread.Start();
}
}
/// <summary>Queues a user work item to the thread pool</summary>
/// <param name="callback">
/// A WaitCallback representing the delegate to invoke when a thread in the
/// thread pool picks up the work item
/// </param>
public static void QueueUserWorkItem(WaitCallback callback) {
// Queue the delegate with no state
QueueUserWorkItem(callback, null);
}
/// <summary>Queues a user work item to the thread pool.</summary>
/// <param name="callback">
/// A WaitCallback representing the delegate to invoke when a thread in the
/// thread pool picks up the work item
/// </param>
/// <param name="state">
/// The object that is passed to the delegate when serviced from the thread pool
/// </param>
public static void QueueUserWorkItem(WaitCallback callback, object state) {
// Create a waiting callback that contains the delegate and its state.
// Add it to the processing queue, and signal that data is waiting.
UserWorkItem waiting = new UserWorkItem(callback, state);
lock(userWorkItems) {
userWorkItems.Enqueue(waiting);
}
// Wake up one of the worker threads so this task will be processed
workAvailable.Set();
}
/// <summary>Empties the work queue of any queued work items</summary>
public static void EmptyQueue() {
lock(userWorkItems) {
try {
while(userWorkItems.Count > 0) {
UserWorkItem callback = userWorkItems.Dequeue();
IDisposable disposableState = callback.State as IDisposable;
if(disposableState != null) {
disposableState.Dispose();
}
}
}
catch(Exception) { // Make sure an error isn't thrown.
AssertionHandler(
false,
"Unhandled exception disposing the state of a user work item",
"The AffineThreadPool.EmptyQueue() method tried to dispose of any states" +
"associated with waiting user work items. One of the states implementing" +
"IDisposable threw an exception during Dispose()."
);
}
// Clear all waiting items and reset the number of worker threads currently needed
// to be 0 (there is nothing for threads to do)
userWorkItems.Clear();
}
}
/// <summary>Gets the number of threads at the disposal of the thread pool</summary>
public static int MaxThreads { get { return CpuCores; } }
/// <summary>Gets the number of currently active threads in the thread pool</summary>
public static int ActiveThreads { get { return inUseThreads; } }
/// <summary>
/// Gets the number of callback delegates currently waiting in the thread pool
/// </summary>
public static int WaitingCallbacks {
get {
lock(userWorkItems) {
return userWorkItems.Count;
}
}
}
/// <summary>A thread worker function that processes items from the work queue</summary>
private static void ProcessQueuedItems() {
#if XBOX360
// MSDN states that SetProcessorAffinity() should be called from the thread
// whose affinity is being changed.
int hardwareThreadIndex;
lock(XboxHardwareThreads) {
hardwareThreadIndex = XboxHardwareThreads.Dequeue();
}
Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
#endif
// Keep processing tasks indefinitely
for(; ; ) {
UserWorkItem workItem = getNextWorkItem();
// Execute the work item we just picked up. Make sure to accurately
// record how many callbacks are currently executing.
try {
Interlocked.Increment(ref inUseThreads);
workItem.Callback(workItem.State);
}
catch(Exception) { // Make sure we don't throw here.
AssertionHandler(
false,
"Unhandled exception in queued user work item",
"An unhandled exception travelled up to the AffineThreadPool from" +
"a queued user work item that was being executed"
);
}
finally {
Interlocked.Decrement(ref inUseThreads);
}
}
}
/// <summary>Obtains the next work item from the queue</summary>
/// <returns>The next work item in the queue</returns>
/// <remarks>
/// If the queue is empty, the call will block until an item is added to
/// the queue and the calling thread was the one picking it up.
/// </remarks>
private static UserWorkItem getNextWorkItem() {
// Get the next item in the queue. If there is nothing there, go to sleep
// for a while until we're woken up when a callback is waiting.
for(; ; ) {
// Try to get the next callback available. We need to lock on the
// queue in order to make our count check and retrieval atomic.
lock(userWorkItems) {
if(userWorkItems.Count > 0) {
return userWorkItems.Dequeue();
}
}
// If we can't get one, go to sleep.
workAvailable.WaitOne();
}
}
/// <summary>Default assertion handler for the affine thread pool</summary>
/// <param name="condition">Condition which is being asserted</param>
/// <param name="message">Message explaining what causes the assertion to fail</param>
/// <param name="details">
/// Detailed description of the exact cause of the assertion failure
/// </param>
public static void DefaultAssertionHandler(
bool condition, string message, string details
) {
Trace.Assert(condition, message, details);
}
/// <summary>Delegate used to handle assertion checks in the code</summary>
public static AssertionDelegate AssertionHandler = DefaultAssertionHandler;
#if XBOX360
/// <summary>XNA games on the XBox 360 can use only 4 of 6 hardware threads</summary>
private static Queue<int> XboxHardwareThreads;
#endif
/// <summary>Queue of all the callbacks waiting to be executed.</summary>
private static Queue<UserWorkItem> userWorkItems;
/// <summary>
/// Used to let the threads in the thread pool wait for new work to appear.
/// </summary>
private static AutoResetEvent workAvailable;
/// <summary>List of all worker threads at the disposal of the thread pool.</summary>
private static List<Thread> workerThreads;
/// <summary>Number of threads currently active.</summary>
private static int inUseThreads;
}
} // namespace Nuclex.Support