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 GateThreadStart() { bool disableStarvationDetection = AppContextConfigHelper.GetBooleanConfig("System.Threading.ThreadPool.DisableStarvationDetection", false); bool debuggerBreakOnWorkStarvation = AppContextConfigHelper.GetBooleanConfig("System.Threading.ThreadPool.DebugBreakOnWorkerStarvation", false); // The first reading is over a time range other than what we are focusing on, so we do not use the read other // than to send it to any runtime-specific implementation that may also use the CPU utilization. CpuUtilizationReader cpuUtilizationReader = default; _ = cpuUtilizationReader.CurrentUtilization; PortableThreadPool threadPoolInstance = ThreadPoolInstance; LowLevelLock hillClimbingThreadAdjustmentLock = threadPoolInstance._hillClimbingThreadAdjustmentLock; while (true) { s_runGateThreadEvent.WaitOne(); bool needGateThreadForRuntime; do { Thread.Sleep(GateThreadDelayMs); if (ThreadPool.EnableWorkerTracking && PortableThreadPoolEventSource.Log.IsEnabled()) { PortableThreadPoolEventSource.Log.ThreadPoolWorkingThreadCount( (uint)threadPoolInstance.GetAndResetHighWatermarkCountOfThreadsProcessingUserCallbacks()); } int cpuUtilization = cpuUtilizationReader.CurrentUtilization; threadPoolInstance._cpuUtilization = cpuUtilization; needGateThreadForRuntime = ThreadPool.PerformRuntimeSpecificGateActivities(cpuUtilization); if (!disableStarvationDetection && threadPoolInstance._separated.numRequestedWorkers > 0 && SufficientDelaySinceLastDequeue(threadPoolInstance)) { try { hillClimbingThreadAdjustmentLock.Acquire(); ThreadCounts counts = threadPoolInstance._separated.counts.VolatileRead(); // Don't add a thread if we're at max or if we are already in the process of adding threads. // This logic is slightly different from the native implementation in CoreCLR because there are // no retired threads. In the native implementation, when hill climbing reduces the thread count // goal, threads that are stopped from processing work are switched to "retired" state, and they // don't count towards the equivalent existing thread count. In this implementation, the // existing thread count includes any worker thread that has not yet exited, including those // stopped from working by hill climbing, so here the number of threads processing work, instead // of the number of existing threads, is compared with the goal. There may be alternative // solutions, for now this is only to maintain consistency in behavior. while ( counts.NumExistingThreads < threadPoolInstance._maxThreads && counts.NumProcessingWork >= counts.NumThreadsGoal) { if (debuggerBreakOnWorkStarvation) { Debugger.Break(); } ThreadCounts newCounts = counts; short newNumThreadsGoal = (short)(counts.NumProcessingWork + 1); newCounts.NumThreadsGoal = newNumThreadsGoal; ThreadCounts oldCounts = threadPoolInstance._separated.counts.InterlockedCompareExchange(newCounts, counts); if (oldCounts == counts) { HillClimbing.ThreadPoolHillClimber.ForceChange(newNumThreadsGoal, HillClimbing.StateOrTransition.Starvation); WorkerThread.MaybeAddWorkingWorker(threadPoolInstance); break; } counts = oldCounts; } } finally { hillClimbingThreadAdjustmentLock.Release(); } } } while ( needGateThreadForRuntime || threadPoolInstance._separated.numRequestedWorkers > 0 || Interlocked.Decrement(ref threadPoolInstance._separated.gateThreadRunningState) > GetRunningStateForNumRuns(0)); } }
// // This method must only be called if ShouldAdjustMaxWorkersActive has returned true, *and* // _hillClimbingThreadAdjustmentLock is held. // private void AdjustMaxWorkersActive() { LowLevelLock threadAdjustmentLock = _threadAdjustmentLock; if (!threadAdjustmentLock.TryAcquire()) { // The lock is held by someone else, they will take care of this for us return; } bool addWorker = false; try { // Repeated checks from ShouldAdjustMaxWorkersActive() inside the lock ThreadCounts counts = _separated.counts; if (counts.NumProcessingWork > counts.NumThreadsGoal || _pendingBlockingAdjustment != PendingBlockingAdjustment.None) { return; } long endTime = Stopwatch.GetTimestamp(); double elapsedSeconds = Stopwatch.GetElapsedTime(_currentSampleStartTime, endTime).TotalSeconds; if (elapsedSeconds * 1000 >= _threadAdjustmentIntervalMs / 2) { int currentTicks = Environment.TickCount; int totalNumCompletions = (int)_completionCounter.Count; int numCompletions = totalNumCompletions - _separated.priorCompletionCount; short oldNumThreadsGoal = counts.NumThreadsGoal; int newNumThreadsGoal; (newNumThreadsGoal, _threadAdjustmentIntervalMs) = HillClimbing.ThreadPoolHillClimber.Update(oldNumThreadsGoal, elapsedSeconds, numCompletions); if (oldNumThreadsGoal != (short)newNumThreadsGoal) { _separated.counts.InterlockedSetNumThreadsGoal((short)newNumThreadsGoal); // // If we're increasing the goal, inject a thread. If that thread finds work, it will inject // another thread, etc., until nobody finds work or we reach the new goal. // // If we're reducing the goal, whichever threads notice this first will sleep and timeout themselves. // if (newNumThreadsGoal > oldNumThreadsGoal) { addWorker = true; } } _separated.priorCompletionCount = totalNumCompletions; _separated.nextCompletedWorkRequestsTime = currentTicks + _threadAdjustmentIntervalMs; Volatile.Write(ref _separated.priorCompletedWorkRequestsTime, currentTicks); _currentSampleStartTime = endTime; } } finally { threadAdjustmentLock.Release(); } if (addWorker) { WorkerThread.MaybeAddWorkingWorker(this); } }
public LockHolder(LowLevelLock l) { l.Acquire(); _lock = l; }
// // This method must only be called if ShouldAdjustMaxWorkersActive has returned true, *and* // _hillClimbingThreadAdjustmentLock is held. // private void AdjustMaxWorkersActive() { LowLevelLock hillClimbingThreadAdjustmentLock = _hillClimbingThreadAdjustmentLock; if (!hillClimbingThreadAdjustmentLock.TryAcquire()) { // The lock is held by someone else, they will take care of this for us return; } try { long startTime = _currentSampleStartTime; long endTime = Stopwatch.GetTimestamp(); long freq = Stopwatch.Frequency; double elapsedSeconds = (double)(endTime - startTime) / freq; if (elapsedSeconds * 1000 >= _threadAdjustmentIntervalMs / 2) { int currentTicks = Environment.TickCount; int totalNumCompletions = (int)_completionCounter.Count; int numCompletions = totalNumCompletions - _separated.priorCompletionCount; ThreadCounts currentCounts = _separated.counts.VolatileRead(); int newMax; (newMax, _threadAdjustmentIntervalMs) = HillClimbing.ThreadPoolHillClimber.Update(currentCounts.NumThreadsGoal, elapsedSeconds, numCompletions); while (newMax != currentCounts.NumThreadsGoal) { ThreadCounts newCounts = currentCounts; newCounts.NumThreadsGoal = (short)newMax; ThreadCounts oldCounts = _separated.counts.InterlockedCompareExchange(newCounts, currentCounts); if (oldCounts == currentCounts) { // // If we're increasing the max, inject a thread. If that thread finds work, it will inject // another thread, etc., until nobody finds work or we reach the new maximum. // // If we're reducing the max, whichever threads notice this first will sleep and timeout themselves. // if (newMax > oldCounts.NumThreadsGoal) { WorkerThread.MaybeAddWorkingWorker(this); } break; } if (oldCounts.NumThreadsGoal > currentCounts.NumThreadsGoal && oldCounts.NumThreadsGoal >= newMax) { // someone (probably the gate thread) increased the thread count more than // we are about to do. Don't interfere. break; } currentCounts = oldCounts; } _separated.priorCompletionCount = totalNumCompletions; _separated.nextCompletedWorkRequestsTime = currentTicks + _threadAdjustmentIntervalMs; Volatile.Write(ref _separated.priorCompletedWorkRequestsTime, currentTicks); _currentSampleStartTime = endTime; } } finally { hillClimbingThreadAdjustmentLock.Release(); } }
// // This method must only be called if ShouldAdjustMaxWorkersActive has returned true, *and* // _hillClimbingThreadAdjustmentLock is held. // private void AdjustMaxWorkersActive() { LowLevelLock threadAdjustmentLock = _threadAdjustmentLock; if (!threadAdjustmentLock.TryAcquire()) { // The lock is held by someone else, they will take care of this for us return; } bool addWorker = false; try { // Skip hill climbing when there is a pending blocking adjustment. Hill climbing may otherwise bypass the // blocking adjustment heuristics and increase the thread count too quickly. if (_pendingBlockingAdjustment != PendingBlockingAdjustment.None) { return; } long startTime = _currentSampleStartTime; long endTime = Stopwatch.GetTimestamp(); long freq = Stopwatch.Frequency; double elapsedSeconds = (double)(endTime - startTime) / freq; if (elapsedSeconds * 1000 >= _threadAdjustmentIntervalMs / 2) { int currentTicks = Environment.TickCount; int totalNumCompletions = (int)_completionCounter.Count; int numCompletions = totalNumCompletions - _separated.priorCompletionCount; int newNumThreadsGoal; (newNumThreadsGoal, _threadAdjustmentIntervalMs) = HillClimbing.ThreadPoolHillClimber.Update(_separated.numThreadsGoal, elapsedSeconds, numCompletions); short oldNumThreadsGoal = _separated.numThreadsGoal; if (oldNumThreadsGoal != (short)newNumThreadsGoal) { _separated.numThreadsGoal = (short)newNumThreadsGoal; // // If we're increasing the goal, inject a thread. If that thread finds work, it will inject // another thread, etc., until nobody finds work or we reach the new goal. // // If we're reducing the goal, whichever threads notice this first will sleep and timeout themselves. // if (newNumThreadsGoal > oldNumThreadsGoal) { addWorker = true; } } _separated.priorCompletionCount = totalNumCompletions; _separated.nextCompletedWorkRequestsTime = currentTicks + _threadAdjustmentIntervalMs; Volatile.Write(ref _separated.priorCompletedWorkRequestsTime, currentTicks); _currentSampleStartTime = endTime; } } finally { threadAdjustmentLock.Release(); } if (addWorker) { WorkerThread.MaybeAddWorkingWorker(this); } }
private static void GateThreadStart() { bool disableStarvationDetection = AppContextConfigHelper.GetBooleanConfig("System.Threading.ThreadPool.DisableStarvationDetection", false); bool debuggerBreakOnWorkStarvation = AppContextConfigHelper.GetBooleanConfig("System.Threading.ThreadPool.DebugBreakOnWorkerStarvation", false); // The first reading is over a time range other than what we are focusing on, so we do not use the read other // than to send it to any runtime-specific implementation that may also use the CPU utilization. CpuUtilizationReader cpuUtilizationReader = default; _ = cpuUtilizationReader.CurrentUtilization; PortableThreadPool threadPoolInstance = ThreadPoolInstance; LowLevelLock threadAdjustmentLock = threadPoolInstance._threadAdjustmentLock; DelayHelper delayHelper = default; if (BlockingConfig.IsCooperativeBlockingEnabled) { // Initialize memory usage and limits, and register to update them on gen 2 GCs threadPoolInstance.OnGen2GCCallback(); Gen2GcCallback.Register(threadPoolInstance.OnGen2GCCallback); } while (true) { RunGateThreadEvent.WaitOne(); int currentTimeMs = Environment.TickCount; delayHelper.SetGateActivitiesTime(currentTimeMs); while (true) { bool wasSignaledToWake = DelayEvent.WaitOne((int)delayHelper.GetNextDelay(currentTimeMs)); currentTimeMs = Environment.TickCount; // Thread count adjustment for cooperative blocking do { PendingBlockingAdjustment pendingBlockingAdjustment = threadPoolInstance._pendingBlockingAdjustment; if (pendingBlockingAdjustment == PendingBlockingAdjustment.None) { delayHelper.ClearBlockingAdjustmentDelay(); break; } bool previousDelayElapsed = false; if (delayHelper.HasBlockingAdjustmentDelay) { previousDelayElapsed = delayHelper.HasBlockingAdjustmentDelayElapsed(currentTimeMs, wasSignaledToWake); if (pendingBlockingAdjustment == PendingBlockingAdjustment.WithDelayIfNecessary && !previousDelayElapsed) { break; } } uint nextDelayMs = threadPoolInstance.PerformBlockingAdjustment(previousDelayElapsed); if (nextDelayMs <= 0) { delayHelper.ClearBlockingAdjustmentDelay(); } else { delayHelper.SetBlockingAdjustmentTimeAndDelay(currentTimeMs, nextDelayMs); } } while (false); // // Periodic gate activities // if (!delayHelper.ShouldPerformGateActivities(currentTimeMs, wasSignaledToWake)) { continue; } if (ThreadPool.EnableWorkerTracking && NativeRuntimeEventSource.Log.IsEnabled()) { NativeRuntimeEventSource.Log.ThreadPoolWorkingThreadCount( (uint)threadPoolInstance.GetAndResetHighWatermarkCountOfThreadsProcessingUserCallbacks()); } int cpuUtilization = cpuUtilizationReader.CurrentUtilization; threadPoolInstance._cpuUtilization = cpuUtilization; bool needGateThreadForRuntime = ThreadPool.PerformRuntimeSpecificGateActivities(cpuUtilization); if (!disableStarvationDetection && threadPoolInstance._pendingBlockingAdjustment == PendingBlockingAdjustment.None && threadPoolInstance._separated.numRequestedWorkers > 0 && SufficientDelaySinceLastDequeue(threadPoolInstance)) { bool addWorker = false; threadAdjustmentLock.Acquire(); try { // Don't add a thread if we're at max or if we are already in the process of adding threads. // This logic is slightly different from the native implementation in CoreCLR because there are // no retired threads. In the native implementation, when hill climbing reduces the thread count // goal, threads that are stopped from processing work are switched to "retired" state, and they // don't count towards the equivalent existing thread count. In this implementation, the // existing thread count includes any worker thread that has not yet exited, including those // stopped from working by hill climbing, so here the number of threads processing work, instead // of the number of existing threads, is compared with the goal. There may be alternative // solutions, for now this is only to maintain consistency in behavior. ThreadCounts counts = threadPoolInstance._separated.counts; if (counts.NumProcessingWork < threadPoolInstance._maxThreads && counts.NumProcessingWork >= threadPoolInstance._separated.numThreadsGoal) { if (debuggerBreakOnWorkStarvation) { Debugger.Break(); } short newNumThreadsGoal = (short)(counts.NumProcessingWork + 1); threadPoolInstance._separated.numThreadsGoal = newNumThreadsGoal; HillClimbing.ThreadPoolHillClimber.ForceChange( newNumThreadsGoal, HillClimbing.StateOrTransition.Starvation); addWorker = true; } } finally { threadAdjustmentLock.Release(); } if (addWorker) { WorkerThread.MaybeAddWorkingWorker(threadPoolInstance); } } if (!needGateThreadForRuntime && threadPoolInstance._separated.numRequestedWorkers <= 0 && threadPoolInstance._pendingBlockingAdjustment == PendingBlockingAdjustment.None && Interlocked.Decrement(ref threadPoolInstance._separated.gateThreadRunningState) <= GetRunningStateForNumRuns(0)) { break; } } } }
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(); } } }