Removed the AssertionDelegate stuff and added an UnhandledException delegate to the ThreadPool - maybe I'll turn this into an event analogous to Application.ThreadException; removed the EmptyQueue method which was a flawed concept anyway (especially the disposing of state objects!); rewrote the unit tests to work with the new and improved AffineThreadPool class - there's one test that fails when run through NCover, indicating some synchronization problem that I have yet to track down!
git-svn-id: file:///srv/devel/repo-conversion/nusu@176 d2e56fa2-650e-0410-a79f-9358c0239efd
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2 changed files with 113 additions and 142 deletions
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@ -49,15 +49,9 @@ namespace Nuclex.Support {
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public static readonly int CpuCores = Environment.ProcessorCount;
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#endif
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/// <summary>Delegate used by the thread pool to handle assertion checks</summary>
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/// <param name="condition">Condition that will be asserted</param>
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/// <param name="message">Message explaining what causes the assertion to fail</param>
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/// <param name="details">
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/// Detailed description of the exact cause of the assertion failure
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/// </param>
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public delegate void AssertionDelegate(
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bool condition, string message, string details
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);
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/// <summary>Delegate used by the thread pool to report unhandled exceptions</summary>
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/// <param name="exception">Exception that has not been handled</param>
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public delegate void ExceptionDelegate(Exception exception);
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#region class UserWorkItem
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@ -93,10 +87,11 @@ namespace Nuclex.Support {
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workerThreads = new List<Thread>(CpuCores);
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inUseThreads = 0;
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// We can only use these hardware thread indices on the XBox 360
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#if XBOX360
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// We can only use these hardware thread indices on the XBox 360
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hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
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#else
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// We can use all cores in the PC, starting from index 1
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hardwareThreads = new Queue<int>(CpuCores);
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for(int core = CpuCores; core >= 1; --core) {
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hardwareThreads.Enqueue(core);
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@ -153,34 +148,6 @@ namespace Nuclex.Support {
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}
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/// <summary>Empties the work queue of any queued work items</summary>
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public static void EmptyQueue() {
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lock(userWorkItems) {
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try {
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while(userWorkItems.Count > 0) {
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UserWorkItem callback = userWorkItems.Dequeue();
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IDisposable disposableState = callback.State as IDisposable;
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if(disposableState != null) {
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disposableState.Dispose();
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}
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}
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}
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catch(Exception) { // Make sure an error isn't thrown.
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AssertionHandler(
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false,
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"Unhandled exception disposing the state of a user work item",
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"The AffineThreadPool.EmptyQueue() method tried to dispose of any states" +
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"associated with waiting user work items. One of the states implementing" +
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"IDisposable threw an exception during Dispose()."
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);
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}
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// Clear all waiting items and reset the number of worker threads currently needed
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// to be 0 (there is nothing for threads to do)
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userWorkItems.Clear();
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}
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}
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/// <summary>Gets the number of threads at the disposal of the thread pool</summary>
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public static int MaxThreads { get { return CpuCores; } }
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@ -190,7 +157,7 @@ namespace Nuclex.Support {
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/// <summary>
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/// Gets the number of callback delegates currently waiting in the thread pool
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/// </summary>
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public static int WaitingCallbacks {
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public static int WaitingWorkItems {
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get {
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lock(userWorkItems) {
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return userWorkItems.Count;
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@ -201,27 +168,37 @@ namespace Nuclex.Support {
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/// <summary>A thread worker function that processes items from the work queue</summary>
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private static void ProcessQueuedItems() {
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// Get the system/hardware thread index this thread is going to use. We hope that
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// the threads more or less start after each other, but there is no guarantee that
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// tasks will be handled by the CPU cores in the order the queue was filled with.
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// This could be added, though, by using a WaitHandle so the thread creator could
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// wait for each thread to take one entry out of the queue.
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int hardwareThreadIndex;
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lock(hardwareThreads) {
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hardwareThreadIndex = hardwareThreads.Dequeue();
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}
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#if XBOX360
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// MSDN states that SetProcessorAffinity() should be called from the thread
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// whose affinity is being changed.
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// On the XBox 360, the only way to get a thread to run on another core is to
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// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
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// be called from the thread whose affinity is being changed.
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Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
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#else
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// Prevent this managed thread from impersonating another system thread.
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// Threads in .NET can take
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// In .NET, managed threads can supposedly be moved to different system threads
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// and, more worryingly, even fibers. This should make sure we're sitting on
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// a normal system thread and stay with that thread during our lifetime.
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Thread.BeginThreadAffinity();
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ProcessThread thread = getCurrentProcessThread();
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// Assign the ideal processor, but don't force it. It's not a good idea to
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// circumvent the thread scheduler of a desktop machine, so we try to play nice.
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int threadId = GetCurrentThreadId();
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ProcessThread thread = GetProcessThread(threadId);
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if(thread != null) {
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thread.IdealProcessor = hardwareThreadIndex;
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}
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#endif
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// Keep processing tasks indefinitely
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for(; ; ) {
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UserWorkItem workItem = getNextWorkItem();
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@ -232,13 +209,11 @@ namespace Nuclex.Support {
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Interlocked.Increment(ref inUseThreads);
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workItem.Callback(workItem.State);
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}
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catch(Exception) { // Make sure we don't throw here.
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AssertionHandler(
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false,
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"Unhandled exception in queued user work item",
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"An unhandled exception travelled up to the AffineThreadPool from" +
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"a queued user work item that was being executed"
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);
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catch(Exception exception) { // Make sure we don't throw here.
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ExceptionDelegate exceptionHandler = ExceptionHandler;
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if(exceptionHandler != null) {
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exceptionHandler(exception);
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}
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}
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finally {
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Interlocked.Decrement(ref inUseThreads);
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@ -249,9 +224,7 @@ namespace Nuclex.Support {
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#if !XBOX360
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/// <summary>Retrieves the ProcessThread for the calling thread</summary>
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/// <returns>The ProcessThread for the calling thread</returns>
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private static ProcessThread getCurrentProcessThread() {
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int threadId = GetCurrentThreadId();
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internal static ProcessThread GetProcessThread(int threadId) {
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ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
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for(int index = 0; index < threads.Count; ++index) {
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if(threads[index].Id == threadId) {
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@ -290,25 +263,15 @@ namespace Nuclex.Support {
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}
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/// <summary>Default assertion handler for the affine thread pool</summary>
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/// <param name="condition">Condition which is being asserted</param>
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/// <param name="message">Message explaining what causes the assertion to fail</param>
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/// <param name="details">
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/// Detailed description of the exact cause of the assertion failure
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/// </param>
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public static void DefaultAssertionHandler(
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bool condition, string message, string details
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) {
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Trace.Assert(condition, message, details);
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}
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/// <summary>Delegate used to handle assertion checks in the code</summary>
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public static AssertionDelegate AssertionHandler = DefaultAssertionHandler;
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public static volatile ExceptionDelegate ExceptionHandler;
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#if !XBOX360
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/// <summary>Retrieves the calling thread's thread id</summary>
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/// <returns>The thread is of the calling thread</returns>
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[DllImport("kernel32.dll")]
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private static extern int GetCurrentThreadId();
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internal static extern int GetCurrentThreadId();
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#endif
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/// <summary>Available hardware threads the thread pool threads pick from</summary>
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private static Queue<int> hardwareThreads;
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