#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;
using System.Runtime.InteropServices;
namespace Nuclex.Support {
/// Alternative Thread pool providing one thread for each core
///
///
/// 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.
///
///
/// Implementation based on original code provided by Stephen Toub
/// (stoub at microsoft ignorethis dot com)
///
///
public static class AffineThreadPool {
/// Number of CPU cores available on the system
#if XBOX360
public static readonly int CpuCores = 4;
#else
public static readonly int CpuCores = Environment.ProcessorCount;
#endif
/// Delegate used by the thread pool to handle assertion checks
/// Condition that will be asserted
/// Message explaining what causes the assertion to fail
///
/// Detailed description of the exact cause of the assertion failure
///
public delegate void AssertionDelegate(
bool condition, string message, string details
);
#region class UserWorkItem
/// Used to hold a callback delegate and the state for that delegate.
private struct UserWorkItem {
/// Initialize the callback holding object.
/// Callback delegate for the callback.
/// State with which to call the callback delegate.
public UserWorkItem(WaitCallback callback, object state) {
this.Callback = callback;
this.State = state;
}
/// Callback delegate for the callback.
public WaitCallback Callback;
/// State with which to call the callback delegate.
public object State;
}
#endregion // class UserWorkItem
/// Initializes the thread pool
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(CpuCores * 4);
workerThreads = new List(CpuCores);
inUseThreads = 0;
// We can only use these hardware thread indices on the XBox 360
#if XBOX360
hardwareThreads = new Queue(new int[] { 5, 4, 3, 1 });
#else
hardwareThreads = new Queue(CpuCores);
for(int core = CpuCores; core >= 1; --core) {
hardwareThreads.Enqueue(core);
}
#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();
}
}
/// Queues a user work item to the thread pool
///
/// A WaitCallback representing the delegate to invoke when a thread in the
/// thread pool picks up the work item
///
public static void QueueUserWorkItem(WaitCallback callback) {
// Queue the delegate with no state
QueueUserWorkItem(callback, null);
}
/// Queues a user work item to the thread pool.
///
/// A WaitCallback representing the delegate to invoke when a thread in the
/// thread pool picks up the work item
///
///
/// The object that is passed to the delegate when serviced from the thread pool
///
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();
}
/// Empties the work queue of any queued work items
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();
}
}
/// Gets the number of threads at the disposal of the thread pool
public static int MaxThreads { get { return CpuCores; } }
/// Gets the number of currently active threads in the thread pool
public static int ActiveThreads { get { return inUseThreads; } }
///
/// Gets the number of callback delegates currently waiting in the thread pool
///
public static int WaitingCallbacks {
get {
lock(userWorkItems) {
return userWorkItems.Count;
}
}
}
/// A thread worker function that processes items from the work queue
private static void ProcessQueuedItems() {
int hardwareThreadIndex;
lock(hardwareThreads) {
hardwareThreadIndex = hardwareThreads.Dequeue();
}
#if XBOX360
// MSDN states that SetProcessorAffinity() should be called from the thread
// whose affinity is being changed.
Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
#else
// Prevent this managed thread from impersonating another system thread.
// Threads in .NET can take
Thread.BeginThreadAffinity();
ProcessThread thread = getCurrentProcessThread();
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.
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);
}
}
}
#if !XBOX360
/// Retrieves the ProcessThread for the calling thread
/// The ProcessThread for the calling thread
private static ProcessThread getCurrentProcessThread() {
int threadId = GetCurrentThreadId();
ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
for(int index = 0; index < threads.Count; ++index) {
if(threads[index].Id == threadId) {
return threads[index];
}
}
return null;
}
#endif
/// Obtains the next work item from the queue
/// The next work item in the queue
///
/// 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.
///
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();
}
}
/// Default assertion handler for the affine thread pool
/// Condition which is being asserted
/// Message explaining what causes the assertion to fail
///
/// Detailed description of the exact cause of the assertion failure
///
public static void DefaultAssertionHandler(
bool condition, string message, string details
) {
Trace.Assert(condition, message, details);
}
/// Delegate used to handle assertion checks in the code
public static AssertionDelegate AssertionHandler = DefaultAssertionHandler;
/// Retrieves the calling thread's thread id
/// The thread is of the calling thread
[DllImport("kernel32.dll")]
private static extern int GetCurrentThreadId();
/// Available hardware threads the thread pool threads pick from
private static Queue hardwareThreads;
/// Queue of all the callbacks waiting to be executed.
private static Queue userWorkItems;
///
/// Used to let the threads in the thread pool wait for new work to appear.
///
private static AutoResetEvent workAvailable;
/// List of all worker threads at the disposal of the thread pool.
private static List workerThreads;
/// Number of threads currently active.
private static int inUseThreads;
}
} // namespace Nuclex.Support