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//! Code that decides when workers should go to sleep. See README.md
//! for an overview.
use crate::latch::CoreLatch;
use crossbeam_utils::CachePadded;
use std::sync::atomic::Ordering;
use std::sync::{Condvar, Mutex};
use std::thread;
use std::usize;
mod counters;
pub(crate) use self::counters::THREADS_MAX;
use self::counters::{AtomicCounters, JobsEventCounter};
/// The `Sleep` struct is embedded into each registry. It governs the waking and sleeping
/// of workers. It has callbacks that are invoked periodically at significant events,
/// such as when workers are looping and looking for work, when latches are set, or when
/// jobs are published, and it either blocks threads or wakes them in response to these
/// events. See the [`README.md`] in this module for more details.
///
/// [`README.md`] README.md
pub(super) struct Sleep {
/// One "sleep state" per worker. Used to track if a worker is sleeping and to have
/// them block.
worker_sleep_states: Vec<CachePadded<WorkerSleepState>>,
counters: AtomicCounters,
}
/// An instance of this struct is created when a thread becomes idle.
/// It is consumed when the thread finds work, and passed by `&mut`
/// reference for operations that preserve the idle state. (In other
/// words, producing one of these structs is evidence the thread is
/// idle.) It tracks state such as how long the thread has been idle.
pub(super) struct IdleState {
/// What is worker index of the idle thread?
worker_index: usize,
/// How many rounds have we been circling without sleeping?
rounds: u32,
/// Once we become sleepy, what was the sleepy counter value?
/// Set to `INVALID_SLEEPY_COUNTER` otherwise.
jobs_counter: JobsEventCounter,
}
/// The "sleep state" for an individual worker.
#[derive(Default)]
struct WorkerSleepState {
/// Set to true when the worker goes to sleep; set to false when
/// the worker is notified or when it wakes.
is_blocked: Mutex<bool>,
condvar: Condvar,
}
const ROUNDS_UNTIL_SLEEPY: u32 = 32;
const ROUNDS_UNTIL_SLEEPING: u32 = ROUNDS_UNTIL_SLEEPY + 1;
impl Sleep {
pub(super) fn new(n_threads: usize) -> Sleep {
assert!(n_threads <= THREADS_MAX);
Sleep {
worker_sleep_states: (0..n_threads).map(|_| Default::default()).collect(),
counters: AtomicCounters::new(),
}
}
#[inline]
pub(super) fn start_looking(&self, worker_index: usize) -> IdleState {
self.counters.add_inactive_thread();
IdleState {
worker_index,
rounds: 0,
jobs_counter: JobsEventCounter::DUMMY,
}
}
#[inline]
pub(super) fn work_found(&self) {
// If we were the last idle thread and other threads are still sleeping,
// then we should wake up another thread.
let threads_to_wake = self.counters.sub_inactive_thread();
self.wake_any_threads(threads_to_wake as u32);
}
#[inline]
pub(super) fn no_work_found(
&self,
idle_state: &mut IdleState,
latch: &CoreLatch,
has_injected_jobs: impl FnOnce() -> bool,
) {
if idle_state.rounds < ROUNDS_UNTIL_SLEEPY {
thread::yield_now();
idle_state.rounds += 1;
} else if idle_state.rounds == ROUNDS_UNTIL_SLEEPY {
idle_state.jobs_counter = self.announce_sleepy();
idle_state.rounds += 1;
thread::yield_now();
} else if idle_state.rounds < ROUNDS_UNTIL_SLEEPING {
idle_state.rounds += 1;
thread::yield_now();
} else {
debug_assert_eq!(idle_state.rounds, ROUNDS_UNTIL_SLEEPING);
self.sleep(idle_state, latch, has_injected_jobs);
}
}
#[cold]
fn announce_sleepy(&self) -> JobsEventCounter {
self.counters
.increment_jobs_event_counter_if(JobsEventCounter::is_active)
.jobs_counter()
}
#[cold]
fn sleep(
&self,
idle_state: &mut IdleState,
latch: &CoreLatch,
has_injected_jobs: impl FnOnce() -> bool,
) {
let worker_index = idle_state.worker_index;
if !latch.get_sleepy() {
return;
}
let sleep_state = &self.worker_sleep_states[worker_index];
let mut is_blocked = sleep_state.is_blocked.lock().unwrap();
debug_assert!(!*is_blocked);
// Our latch was signalled. We should wake back up fully as we
// will have some stuff to do.
if !latch.fall_asleep() {
idle_state.wake_fully();
return;
}
loop {
let counters = self.counters.load(Ordering::SeqCst);
// Check if the JEC has changed since we got sleepy.
debug_assert!(idle_state.jobs_counter.is_sleepy());
if counters.jobs_counter() != idle_state.jobs_counter {
// JEC has changed, so a new job was posted, but for some reason
// we didn't see it. We should return to just before the SLEEPY
// state so we can do another search and (if we fail to find
// work) go back to sleep.
idle_state.wake_partly();
latch.wake_up();
return;
}
// Otherwise, let's move from IDLE to SLEEPING.
if self.counters.try_add_sleeping_thread(counters) {
break;
}
}
// Successfully registered as asleep.
// We have one last check for injected jobs to do. This protects against
// deadlock in the very unlikely event that
//
// - an external job is being injected while we are sleepy
// - that job triggers the rollover over the JEC such that we don't see it
// - we are the last active worker thread
std::sync::atomic::fence(Ordering::SeqCst);
if has_injected_jobs() {
// If we see an externally injected job, then we have to 'wake
// ourselves up'. (Ordinarily, `sub_sleeping_thread` is invoked by
// the one that wakes us.)
self.counters.sub_sleeping_thread();
} else {
// If we don't see an injected job (the normal case), then flag
// ourselves as asleep and wait till we are notified.
//
// (Note that `is_blocked` is held under a mutex and the mutex was
// acquired *before* we incremented the "sleepy counter". This means
// that whomever is coming to wake us will have to wait until we
// release the mutex in the call to `wait`, so they will see this
// boolean as true.)
*is_blocked = true;
while *is_blocked {
is_blocked = sleep_state.condvar.wait(is_blocked).unwrap();
}
}
// Update other state:
idle_state.wake_fully();
latch.wake_up();
}
/// Notify the given thread that it should wake up (if it is
/// sleeping). When this method is invoked, we typically know the
/// thread is asleep, though in rare cases it could have been
/// awoken by (e.g.) new work having been posted.
pub(super) fn notify_worker_latch_is_set(&self, target_worker_index: usize) {
self.wake_specific_thread(target_worker_index);
}
/// Signals that `num_jobs` new jobs were injected into the thread
/// pool from outside. This function will ensure that there are
/// threads available to process them, waking threads from sleep
/// if necessary.
///
/// # Parameters
///
/// - `num_jobs` -- lower bound on number of jobs available for stealing.
/// We'll try to get at least one thread per job.
#[inline]
pub(super) fn new_injected_jobs(&self, num_jobs: u32, queue_was_empty: bool) {
// This fence is needed to guarantee that threads
// as they are about to fall asleep, observe any
// new jobs that may have been injected.
std::sync::atomic::fence(Ordering::SeqCst);
self.new_jobs(num_jobs, queue_was_empty)
}
/// Signals that `num_jobs` new jobs were pushed onto a thread's
/// local deque. This function will try to ensure that there are
/// threads available to process them, waking threads from sleep
/// if necessary. However, this is not guaranteed: under certain
/// race conditions, the function may fail to wake any new
/// threads; in that case the existing thread should eventually
/// pop the job.
///
/// # Parameters
///
/// - `num_jobs` -- lower bound on number of jobs available for stealing.
/// We'll try to get at least one thread per job.
#[inline]
pub(super) fn new_internal_jobs(&self, num_jobs: u32, queue_was_empty: bool) {
self.new_jobs(num_jobs, queue_was_empty)
}
/// Common helper for `new_injected_jobs` and `new_internal_jobs`.
#[inline]
fn new_jobs(&self, num_jobs: u32, queue_was_empty: bool) {
// Read the counters and -- if sleepy workers have announced themselves
// -- announce that there is now work available. The final value of `counters`
// with which we exit the loop thus corresponds to a state when
let counters = self
.counters
.increment_jobs_event_counter_if(JobsEventCounter::is_sleepy);
let num_awake_but_idle = counters.awake_but_idle_threads();
let num_sleepers = counters.sleeping_threads();
if num_sleepers == 0 {
// nobody to wake
return;
}
// Promote from u16 to u32 so we can interoperate with
// num_jobs more easily.
let num_awake_but_idle = num_awake_but_idle as u32;
let num_sleepers = num_sleepers as u32;
// If the queue is non-empty, then we always wake up a worker
// -- clearly the existing idle jobs aren't enough. Otherwise,
// check to see if we have enough idle workers.
if !queue_was_empty {
let num_to_wake = std::cmp::min(num_jobs, num_sleepers);
self.wake_any_threads(num_to_wake);
} else if num_awake_but_idle < num_jobs {
let num_to_wake = std::cmp::min(num_jobs - num_awake_but_idle, num_sleepers);
self.wake_any_threads(num_to_wake);
}
}
#[cold]
fn wake_any_threads(&self, mut num_to_wake: u32) {
if num_to_wake > 0 {
for i in 0..self.worker_sleep_states.len() {
if self.wake_specific_thread(i) {
num_to_wake -= 1;
if num_to_wake == 0 {
return;
}
}
}
}
}
fn wake_specific_thread(&self, index: usize) -> bool {
let sleep_state = &self.worker_sleep_states[index];
let mut is_blocked = sleep_state.is_blocked.lock().unwrap();
if *is_blocked {
*is_blocked = false;
sleep_state.condvar.notify_one();
// When the thread went to sleep, it will have incremented
// this value. When we wake it, its our job to decrement
// it. We could have the thread do it, but that would
// introduce a delay between when the thread was
// *notified* and when this counter was decremented. That
// might mislead people with new work into thinking that
// there are sleeping threads that they should try to
// wake, when in fact there is nothing left for them to
// do.
self.counters.sub_sleeping_thread();
true
} else {
false
}
}
}
impl IdleState {
fn wake_fully(&mut self) {
self.rounds = 0;
self.jobs_counter = JobsEventCounter::DUMMY;
}
fn wake_partly(&mut self) {
self.rounds = ROUNDS_UNTIL_SLEEPY;
self.jobs_counter = JobsEventCounter::DUMMY;
}
}