Exemple #1
0
        internal static void Start <TStateMachine>(ref TStateMachine stateMachine)
            where TStateMachine : IAsyncStateMachine
        {
            Thread                 currentThread        = Thread.CurrentThread;
            ExecutionContext       previousExecutionCtx = currentThread.ExecutionContext;
            SynchronizationContext previousSyncCtx      = currentThread.SynchronizationContext;

            // Async state machines are required not to throw, so no need for try/finally here.
            stateMachine.MoveNext();

            // The common case is that these have not changed, so avoid the cost of a write barrier if not needed.
            if (previousSyncCtx != currentThread.SynchronizationContext)
            {
                // Restore changed SynchronizationContext back to previous
                currentThread.SynchronizationContext = previousSyncCtx;
            }

            ExecutionContext currentExecutionCtx = currentThread.ExecutionContext;

            if (previousExecutionCtx != currentExecutionCtx)
            {
                // Restore changed ExecutionContext back to previous
                currentThread.ExecutionContext = previousExecutionCtx;
                if ((currentExecutionCtx != null && currentExecutionCtx.HasChangeNotifications) ||
                    (previousExecutionCtx != null && previousExecutionCtx.HasChangeNotifications))
                {
                    // There are change notifications; trigger any affected
                    ExecutionContext.OnValuesChanged(currentExecutionCtx, previousExecutionCtx);
                }
            }
        }
Exemple #2
0
        public FastRandom random = new FastRandom(Environment.CurrentManagedThreadId);  // mutable struct, do not copy or make readonly

        public ThreadPoolWorkQueueThreadLocals(ThreadPoolWorkQueue tpq)
        {
            workQueue         = tpq;
            workStealingQueue = new ThreadPoolWorkQueue.WorkStealingQueue();
            ThreadPoolWorkQueue.WorkStealingQueueList.Add(workStealingQueue);
            currentThread = Thread.CurrentThread;
        }
Exemple #3
0
        internal static void Start <TStateMachine>(ref TStateMachine stateMachine)
            where TStateMachine : IAsyncStateMachine
        {
            // Async state machines are required not to throw, so no need for try/finally here.
            Thread currentThread         = Thread.CurrentThread;
            ExecutionContextSwitcher ecs = default(ExecutionContextSwitcher);

            ExecutionContext.EstablishCopyOnWriteScope(currentThread, ref ecs);
            stateMachine.MoveNext();
            ecs.Undo(currentThread);
        }
Exemple #4
0
        /// <summary>
        /// Dispatches work items to this thread.
        /// </summary>
        /// <returns>
        /// <c>true</c> if this thread did as much work as was available or its quantum expired.
        /// <c>false</c> if this thread stopped working early.
        /// </returns>
        internal static bool Dispatch()
        {
            var workQueue = ThreadPoolGlobals.workQueue;

            //
            // Save the start time
            //
            int startTickCount = Environment.TickCount;

            //
            // Update our records to indicate that an outstanding request for a thread has now been fulfilled.
            // From this point on, we are responsible for requesting another thread if we stop working for any
            // reason, and we believe there might still be work in the queue.
            //
            workQueue.MarkThreadRequestSatisfied();

            Interlocked.Increment(ref workQueue.numWorkingThreads);

            //
            // Assume that we're going to need another thread if this one returns to the VM.  We'll set this to
            // false later, but only if we're absolutely certain that the queue is empty.
            //
            bool   needAnotherThread = true;
            object workItem          = null;

            try
            {
                //
                // Set up our thread-local data
                //
                ThreadPoolWorkQueueThreadLocals tl = workQueue.EnsureCurrentThreadHasQueue();
                Thread currentThread = tl.currentThread;

                //
                // Loop until our quantum expires or there is no work.
                //
                while (ThreadPool.KeepDispatching(startTickCount))
                {
                    bool missedSteal = false;
                    workItem = workQueue.Dequeue(tl, ref missedSteal);

                    if (workItem == null)
                    {
                        //
                        // No work.
                        // If we missed a steal, though, there may be more work in the queue.
                        // Instead of looping around and trying again, we'll just request another thread.  Hopefully the thread
                        // that owns the contended work-stealing queue will pick up its own workitems in the meantime,
                        // which will be more efficient than this thread doing it anyway.
                        //
                        needAnotherThread = missedSteal;

                        // Tell the VM we're returning normally, not because Hill Climbing asked us to return.
                        return(true);
                    }

                    //
                    // If we found work, there may be more work.  Ask for another thread so that the other work can be processed
                    // in parallel.  Note that this will only ask for a max of #procs threads, so it's safe to call it for every dequeue.
                    //
                    workQueue.EnsureThreadRequested();

                    try
                    {
                        SynchronizationContext.SetSynchronizationContext(null);
                        if (workItem is Task task)
                        {
                            task.ExecuteFromThreadPool(currentThread);
                        }
                        else
                        {
                            Debug.Assert(workItem is IThreadPoolWorkItem);
                            Unsafe.As <IThreadPoolWorkItem>(workItem).Execute();
                        }
                    }
                    finally
                    {
                        workItem = null;
                        SynchronizationContext.SetSynchronizationContext(null);
                    }

                    RuntimeThread.CurrentThread.ResetThreadPoolThread();

                    if (!ThreadPool.NotifyWorkItemComplete())
                    {
                        return(false);
                    }
                }

                // If we get here, it's because our quantum expired.
                return(true);
            }
            catch (Exception e)
            {
                // Work items should not allow exceptions to escape.  For example, Task catches and stores any exceptions.
                Environment.FailFast("Unhandled exception in ThreadPool dispatch loop", e);
                return(true); // Will never actually be executed because Environment.FailFast doesn't return
            }
            finally
            {
                int numWorkers = Interlocked.Decrement(ref workQueue.numWorkingThreads);
                Debug.Assert(numWorkers >= 0);

                //
                // If we are exiting for any reason other than that the queue is definitely empty, ask for another
                // thread to pick up where we left off.
                //
                if (needAnotherThread)
                {
                    workQueue.EnsureThreadRequested();
                }
            }
        }
Exemple #5
0
            internal override void ExecuteFromThreadPool(Thread threadPoolThread)
            {
                bool setSuccessfully = TrySetResult(true);

                Debug.Assert(setSuccessfully, "Should have been able to complete task");
            }