Nuclex.Support/Source/AffineThreadPool.cs

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#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2013 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.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Threading;
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
/// explicitly.
/// </para>
/// <para>
/// However, it's not a good match if you want to run blocking or waiting tasks
/// inside the thread pool because the limited available threads will become
/// congested quickly. It is encouraged to use this class in parallel with
/// .NET's own thread pool, putting tasks that can block into the .NET thread
/// pool and task that perform pure processing into the affine thread pool.
/// </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 Processors = 4;
#else
public static readonly int Processors = Environment.ProcessorCount;
#endif
/// <summary>Delegate used by the thread pool to report unhandled exceptions</summary>
/// <param name="exception">Exception that has not been handled</param>
public delegate void ExceptionDelegate(Exception exception);
#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.
#if XBOX360 || WINDOWS_PHONE
workAvailable = new Semaphore();
#else
workAvailable = new System.Threading.Semaphore(0, int.MaxValue);
#endif
userWorkItems = new Queue<UserWorkItem>(Processors * 4);
workerThreads = new List<Thread>(Processors);
inUseThreads = 0;
#if XBOX360
// We can only use these hardware thread indices on the XBox 360
hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
#else
// We can use all cores on a PC, starting from index 1
hardwareThreads = new Queue<int>(Processors);
for(int core = Processors; core >= 1; --core) {
hardwareThreads.Enqueue(core);
}
#endif
// Create all of the worker threads
for(int index = 0; index < Processors; 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.Release();
}
/// <summary>Gets the number of threads at the disposal of the thread pool</summary>
public static int MaxThreads { get { return Processors; } }
/// <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 WaitingWorkItems {
get {
lock(userWorkItems) {
return userWorkItems.Count;
}
}
}
/// <summary>
/// Default handler used to respond to unhandled exceptions in ThreadPool threads
/// </summary>
/// <param name="exception">Exception that has occurred</param>
internal static void DefaultExceptionHandler(Exception exception) {
throw exception;
}
#if WINDOWS
/// <summary>Retrieves the ProcessThread for the calling thread</summary>
/// <returns>The ProcessThread for the calling thread</returns>
internal static ProcessThread GetProcessThread(int threadId) {
ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
for(int index = 0; index < threads.Count; ++index) {
if(threads[index].Id == threadId) {
return threads[index];
}
}
return null;
}
#endif
/// <summary>A thread worker function that processes items from the work queue</summary>
private static void ProcessQueuedItems() {
// Get the system/hardware thread index this thread is going to use. We hope that
// the threads more or less start after each other, but there is no guarantee that
// tasks will be handled by the CPU cores in the order the queue was filled with.
// This could be added, though, by using a WaitHandle so the thread creator could
// wait for each thread to take one entry out of the queue.
int hardwareThreadIndex;
lock(hardwareThreads) {
hardwareThreadIndex = hardwareThreads.Dequeue();
}
#if XBOX360
// On the XBox 360, the only way to get a thread to run on another core is to
// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
// be called from the thread whose affinity is being changed.
Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
#elif WINDOWS
if(Environment.OSVersion.Platform == PlatformID.Win32NT) {
// Prevent this managed thread from impersonating another system thread.
// In .NET, managed threads can supposedly be moved to different system threads
// and, more worryingly, even fibers. This should make sure we're sitting on
// a normal system thread and stay with that thread during our lifetime.
Thread.BeginThreadAffinity();
// Assign the ideal processor, but don't force it. It's not a good idea to
// circumvent the thread scheduler of a desktop machine, so we try to play nice.
int threadId = GetCurrentThreadId();
ProcessThread thread = GetProcessThread(threadId);
if(thread != null) {
thread.IdealProcessor = 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.
Interlocked.Increment(ref inUseThreads);
try {
workItem.Callback(workItem.State);
}
catch(Exception exception) { // Make sure we don't throw here.
ExceptionDelegate exceptionHandler = ExceptionHandler;
if(exceptionHandler != null) {
exceptionHandler(exception);
}
}
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. The semaphore blocks until work
// becomes available (then acting like an AutoResetEvent that counts
// how often it has been triggered and letting that number of threads
// pass through.)
workAvailable.WaitOne();
}
}
/// <summary>Delegate used to handle assertion checks in the code</summary>
public static volatile ExceptionDelegate ExceptionHandler = DefaultExceptionHandler;
#if WINDOWS
/// <summary>Retrieves the calling thread's thread id</summary>
/// <returns>The thread is of the calling thread</returns>
[DllImport("kernel32.dll")]
internal static extern int GetCurrentThreadId();
#endif
/// <summary>Available hardware threads the thread pool threads pick from</summary>
private static Queue<int> hardwareThreads;
/// <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>
#if XBOX360 || WINDOWS_PHONE
private static Semaphore workAvailable;
#else
private static System.Threading.Semaphore workAvailable;
#endif
/// <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