public void Run(CancellationToken token) { while (!token.IsCancellationRequested) { Time.WaitUntil(() => { return(token.IsCancellationRequested); }, (int)_period.TotalMilliseconds); if (!token.IsCancellationRequested) { _listener.Tick(); } } }
/* package for testing */ internal Bucket GetCurrentBucket() { long currentTime = time.CurrentTimeInMillis; /* a shortcut to try and get the most common result of immediately finding the current bucket */ /* * Retrieve the latest bucket if the given time is BEFORE the end of the bucket window, otherwise it returns NULL. * NOTE: This is thread-safe because it's accessing 'buckets' which is a LinkedBlockingDeque */ Bucket currentBucket = _buckets.PeekLast; if (currentBucket != null && currentTime < currentBucket._windowStart + this._bucketSizeInMillseconds) { // if we're within the bucket 'window of time' return the current one // NOTE: We do not worry if we are BEFORE the window in a weird case of where thread scheduling causes that to occur, // we'll just use the latest as long as we're not AFTER the window return(currentBucket); } /* if we didn't find the current bucket above, then we have to create one */ /* * The following needs to be synchronized/locked even with a synchronized/thread-safe data structure such as LinkedBlockingDeque because * the logic involves multiple steps to check existence, create an object then insert the object. The 'check' or 'insertion' themselves * are thread-safe by themselves but not the aggregate algorithm, thus we put this entire block of logic inside synchronized. * I am using a tryLock if/then (https://download.oracle.com/javase/6/docs/api/java/util/concurrent/locks/Lock.html#tryLock()) * so that a single thread will get the lock and as soon as one thread gets the lock all others will go the 'else' block * and just return the currentBucket until the newBucket is created. This should allow the throughput to be far higher * and only slow down 1 thread instead of blocking all of them in each cycle of creating a new bucket based on some testing * (and it makes sense that it should as well). * This means the timing won't be exact to the millisecond as to what data ends up in a bucket, but that's acceptable. * It's not critical to have exact precision to the millisecond, as long as it's rolling, if we can instead reduce the impact synchronization. * More importantly though it means that the 'if' block within the lock needs to be careful about what it changes that can still * be accessed concurrently in the 'else' block since we're not completely synchronizing access. * For example, we can't have a multi-step process to add a bucket, remove a bucket, then update the sum since the 'else' block of code * can retrieve the sum while this is all happening. The trade-off is that we don't maintain the rolling sum and let readers just iterate * bucket to calculate the sum themselves. This is an example of favoring write-performance instead of read-performance and how the tryLock * versus a synchronized block needs to be accommodated. */ bool lockTaken = false; Monitor.TryEnter(newBucketLock, ref lockTaken); if (lockTaken) { currentTime = time.CurrentTimeInMillis; try { if (_buckets.PeekLast == null) { // the list is empty so create the first bucket Bucket newBucket = new Bucket(currentTime); _buckets.AddLast(newBucket); return(newBucket); } else { // We go into a loop so that it will create as many buckets as needed to catch up to the current time // as we want the buckets complete even if we don't have transactions during a period of time. for (int i = 0; i < _numberOfBuckets; i++) { // we have at least 1 bucket so retrieve it Bucket lastBucket = _buckets.PeekLast; if (currentTime < lastBucket._windowStart + this._bucketSizeInMillseconds) { // if we're within the bucket 'window of time' return the current one // NOTE: We do not worry if we are BEFORE the window in a weird case of where thread scheduling causes that to occur, // we'll just use the latest as long as we're not AFTER the window return(lastBucket); } else if (currentTime - (lastBucket._windowStart + this._bucketSizeInMillseconds) > _timeInMilliseconds) { // the time passed is greater than the entire rolling counter so we want to clear it all and start from scratch Reset(); Bucket newBucket = new Bucket(currentTime); _buckets.AddLast(newBucket); return(newBucket); } else { // we're past the window so we need to create a new bucket // create a new bucket and add it as the new 'last' _buckets.AddLast(new Bucket(lastBucket._windowStart + this._bucketSizeInMillseconds)); // add the lastBucket values to the cumulativeSum _cumulativeSum.AddBucket(lastBucket); } } // we have finished the for-loop and created all of the buckets, so return the lastBucket now return(_buckets.PeekLast); } } finally { Monitor.Exit(newBucketLock); } } else { currentBucket = _buckets.PeekLast; if (currentBucket != null) { // we didn't get the lock so just return the latest bucket while another thread creates the next one return(currentBucket); } else { // the rare scenario where multiple threads raced to create the very first bucket // wait slightly and then use recursion while the other thread finishes creating a bucket if (Time.WaitUntil(() => { return(_buckets.PeekLast != null); }, 500)) { return(_buckets.PeekLast); } else { return(null); } } } }