private static void WorkerThreadStart()
            {
                Thread.CurrentThread.SetThreadPoolWorkerThreadName();

                PortableThreadPool threadPoolInstance = ThreadPoolInstance;

                if (NativeRuntimeEventSource.Log.IsEnabled())
                {
                    NativeRuntimeEventSource.Log.ThreadPoolWorkerThreadStart(
                        (uint)threadPoolInstance._separated.counts.VolatileRead().NumExistingThreads);
                }

                LowLevelLock          threadAdjustmentLock = threadPoolInstance._threadAdjustmentLock;
                LowLevelLifoSemaphore semaphore            = s_semaphore;

                while (true)
                {
                    bool spinWait = true;
                    while (semaphore.Wait(ThreadPoolThreadTimeoutMs, spinWait))
                    {
                        bool alreadyRemovedWorkingWorker = false;
                        while (TakeActiveRequest(threadPoolInstance))
                        {
                            threadPoolInstance._separated.lastDequeueTime = Environment.TickCount;
                            if (!ThreadPoolWorkQueue.Dispatch())
                            {
                                // ShouldStopProcessingWorkNow() caused the thread to stop processing work, and it would have
                                // already removed this working worker in the counts. This typically happens when hill climbing
                                // decreases the worker thread count goal.
                                alreadyRemovedWorkingWorker = true;
                                break;
                            }

                            if (threadPoolInstance._separated.numRequestedWorkers <= 0)
                            {
                                break;
                            }

                            // In highly bursty cases with short bursts of work, especially in the portable thread pool
                            // implementation, worker threads are being released and entering Dispatch very quickly, not finding
                            // much work in Dispatch, and soon afterwards going back to Dispatch, causing extra thrashing on
                            // data and some interlocked operations, and similarly when the thread pool runs out of work. Since
                            // there is a pending request for work, introduce a slight delay before serving the next request.
                            // The spin-wait is mainly for when the sleep is not effective due to there being no other threads
                            // to schedule.
                            Thread.UninterruptibleSleep0();
                            if (!Environment.IsSingleProcessor)
                            {
                                Thread.SpinWait(1);
                            }
                        }

                        // Don't spin-wait on the semaphore next time if the thread was actively stopped from processing work,
                        // as it's unlikely that the worker thread count goal would be increased again so soon afterwards that
                        // the semaphore would be released within the spin-wait window
                        spinWait = !alreadyRemovedWorkingWorker;

                        if (!alreadyRemovedWorkingWorker)
                        {
                            // If we woke up but couldn't find a request, or ran out of work items to process, we need to update
                            // the number of working workers to reflect that we are done working for now
                            RemoveWorkingWorker(threadPoolInstance);
                        }
                    }

                    threadAdjustmentLock.Acquire();
                    try
                    {
                        // At this point, the thread's wait timed out. We are shutting down this thread.
                        // We are going to decrement the number of existing threads to no longer include this one
                        // and then change the max number of threads in the thread pool to reflect that we don't need as many
                        // as we had. Finally, we are going to tell hill climbing that we changed the max number of threads.
                        ThreadCounts counts = threadPoolInstance._separated.counts;
                        while (true)
                        {
                            // Since this thread is currently registered as an existing thread, if more work comes in meanwhile,
                            // this thread would be expected to satisfy the new work. Ensure that NumExistingThreads is not
                            // decreased below NumProcessingWork, as that would be indicative of such a case.
                            if (counts.NumExistingThreads <= counts.NumProcessingWork)
                            {
                                // In this case, enough work came in that this thread should not time out and should go back to work.
                                break;
                            }

                            ThreadCounts newCounts             = counts;
                            short        newNumExistingThreads = --newCounts.NumExistingThreads;
                            short        newNumThreadsGoal     =
                                Math.Max(
                                    threadPoolInstance.MinThreadsGoal,
                                    Math.Min(newNumExistingThreads, counts.NumThreadsGoal));
                            newCounts.NumThreadsGoal = newNumThreadsGoal;

                            ThreadCounts oldCounts =
                                threadPoolInstance._separated.counts.InterlockedCompareExchange(newCounts, counts);
                            if (oldCounts == counts)
                            {
                                HillClimbing.ThreadPoolHillClimber.ForceChange(
                                    newNumThreadsGoal,
                                    HillClimbing.StateOrTransition.ThreadTimedOut);
                                if (NativeRuntimeEventSource.Log.IsEnabled())
                                {
                                    NativeRuntimeEventSource.Log.ThreadPoolWorkerThreadStop((uint)newNumExistingThreads);
                                }
                                return;
                            }

                            counts = oldCounts;
                        }
                    }
                    finally
                    {
                        threadAdjustmentLock.Release();
                    }
                }
            }
            private static void WorkerThreadStart()
            {
                Thread.CurrentThread.SetThreadPoolWorkerThreadName();

                PortableThreadPool threadPoolInstance = ThreadPoolInstance;

                if (PortableThreadPoolEventSource.Log.IsEnabled(EventLevel.Informational, PortableThreadPoolEventSource.Keywords.ThreadingKeyword))
                {
                    PortableThreadPoolEventSource.Log.ThreadPoolWorkerThreadStart(
                        (uint)threadPoolInstance._separated.counts.VolatileRead().NumExistingThreads);
                }

                LowLevelLock          hillClimbingThreadAdjustmentLock = threadPoolInstance._hillClimbingThreadAdjustmentLock;
                LowLevelLifoSemaphore semaphore = s_semaphore;

                while (true)
                {
                    bool spinWait = true;
                    while (semaphore.Wait(ThreadPoolThreadTimeoutMs, spinWait))
                    {
                        bool alreadyRemovedWorkingWorker = false;
                        while (TakeActiveRequest(threadPoolInstance))
                        {
                            Volatile.Write(ref threadPoolInstance._separated.lastDequeueTime, Environment.TickCount);
                            if (!ThreadPoolWorkQueue.Dispatch())
                            {
                                // ShouldStopProcessingWorkNow() caused the thread to stop processing work, and it would have
                                // already removed this working worker in the counts. This typically happens when hill climbing
                                // decreases the worker thread count goal.
                                alreadyRemovedWorkingWorker = true;
                                break;
                            }
                        }

                        // Don't spin-wait on the semaphore next time if the thread was actively stopped from processing work,
                        // as it's unlikely that the worker thread count goal would be increased again so soon afterwards that
                        // the semaphore would be released within the spin-wait window
                        spinWait = !alreadyRemovedWorkingWorker;

                        if (!alreadyRemovedWorkingWorker)
                        {
                            // If we woke up but couldn't find a request, or ran out of work items to process, we need to update
                            // the number of working workers to reflect that we are done working for now
                            RemoveWorkingWorker(threadPoolInstance);
                        }
                    }

                    hillClimbingThreadAdjustmentLock.Acquire();
                    try
                    {
                        // At this point, the thread's wait timed out. We are shutting down this thread.
                        // We are going to decrement the number of exisiting threads to no longer include this one
                        // and then change the max number of threads in the thread pool to reflect that we don't need as many
                        // as we had. Finally, we are going to tell hill climbing that we changed the max number of threads.
                        ThreadCounts counts = threadPoolInstance._separated.counts.VolatileRead();
                        while (true)
                        {
                            // Since this thread is currently registered as an existing thread, if more work comes in meanwhile,
                            // this thread would be expected to satisfy the new work. Ensure that NumExistingThreads is not
                            // decreased below NumProcessingWork, as that would be indicative of such a case.
                            short numExistingThreads = counts.NumExistingThreads;
                            if (numExistingThreads <= counts.NumProcessingWork)
                            {
                                // In this case, enough work came in that this thread should not time out and should go back to work.
                                break;
                            }

                            ThreadCounts newCounts = counts;
                            newCounts.SubtractNumExistingThreads(1);
                            short newNumExistingThreads = (short)(numExistingThreads - 1);
                            short newNumThreadsGoal     = Math.Max(threadPoolInstance._minThreads, Math.Min(newNumExistingThreads, newCounts.NumThreadsGoal));
                            newCounts.NumThreadsGoal = newNumThreadsGoal;

                            ThreadCounts oldCounts = threadPoolInstance._separated.counts.InterlockedCompareExchange(newCounts, counts);
                            if (oldCounts == counts)
                            {
                                HillClimbing.ThreadPoolHillClimber.ForceChange(newNumThreadsGoal, HillClimbing.StateOrTransition.ThreadTimedOut);

                                if (PortableThreadPoolEventSource.Log.IsEnabled(EventLevel.Informational, PortableThreadPoolEventSource.Keywords.ThreadingKeyword))
                                {
                                    PortableThreadPoolEventSource.Log.ThreadPoolWorkerThreadStop((uint)newNumExistingThreads);
                                }
                                return;
                            }

                            counts = oldCounts;
                        }
                    }
                    finally
                    {
                        hillClimbingThreadAdjustmentLock.Release();
                    }
                }
            }