示例#1
0
文件: Lock.cs 项目: z77ma/runtime
        private bool TryAcquireContended(IntPtr currentThreadId, int millisecondsTimeout, bool trackContentions = false)
        {
            //
            // If we already own the lock, just increment the recursion count.
            //
            if (_owningThreadId == currentThreadId)
            {
                checked { _recursionCount++; }
                return(true);
            }

            //
            // We've already made one lock attempt at this point, so bail early if the timeout is zero.
            //
            if (millisecondsTimeout == 0)
            {
                return(false);
            }

            int spins = 1;

            if (s_maxSpinCount == SpinningNotInitialized)
            {
                // Use RhGetProcessCpuCount directly to avoid Environment.ProcessorCount->ClassConstructorRunner->Lock->Environment.ProcessorCount cycle
                s_maxSpinCount = (RuntimeImports.RhGetProcessCpuCount() > 1) ? MaxSpinningValue : SpinningDisabled;
            }

            while (true)
            {
                //
                // Try to grab the lock.  We may take the lock here even if there are existing waiters.  This creates the possibility
                // of starvation of waiters, but it also prevents lock convoys from destroying perf.
                // The starvation issue is largely mitigated by the priority boost the OS gives to a waiter when we set
                // the event, after we release the lock.  Eventually waiters will be boosted high enough to preempt this thread.
                //
                int oldState = _state;
                if ((oldState & Locked) == 0 && Interlocked.CompareExchange(ref _state, oldState | Locked, oldState) == oldState)
                {
                    goto GotTheLock;
                }

                //
                // Back off by a factor of 2 for each attempt, up to MaxSpinCount
                //
                if (spins <= s_maxSpinCount)
                {
                    RuntimeImports.RhSpinWait(spins);
                    spins *= 2;
                }
                else if (oldState != 0)
                {
                    //
                    // We reached our spin limit, and need to wait.  Increment the waiter count.
                    // Note that we do not do any overflow checking on this increment.  In order to overflow,
                    // we'd need to have about 1 billion waiting threads, which is inconceivable anytime in the
                    // forseeable future.
                    //
                    int newState = (oldState + WaiterCountIncrement) & ~WaiterWoken;
                    if (Interlocked.CompareExchange(ref _state, newState, oldState) == oldState)
                    {
                        break;
                    }
                }
            }

            //
            // Now we wait.
            //

            if (trackContentions)
            {
                Monitor.IncrementLockContentionCount();
            }

            TimeoutTracker timeoutTracker = TimeoutTracker.Start(millisecondsTimeout);
            AutoResetEvent ev             = Event;

            while (true)
            {
                Debug.Assert(_state >= WaiterCountIncrement);

                bool waitSucceeded = ev.WaitOne(timeoutTracker.Remaining);

                while (true)
                {
                    int oldState = _state;
                    Debug.Assert(oldState >= WaiterCountIncrement);

                    // Clear the "waiter woken" bit.
                    int newState = oldState & ~WaiterWoken;

                    if ((oldState & Locked) == 0)
                    {
                        // The lock is available, try to get it.
                        newState |= Locked;
                        newState -= WaiterCountIncrement;

                        if (Interlocked.CompareExchange(ref _state, newState, oldState) == oldState)
                        {
                            goto GotTheLock;
                        }
                    }
                    else if (!waitSucceeded)
                    {
                        // The lock is not available, and we timed out.  We're not going to wait agin.
                        newState -= WaiterCountIncrement;

                        if (Interlocked.CompareExchange(ref _state, newState, oldState) == oldState)
                        {
                            return(false);
                        }
                    }
                    else
                    {
                        // The lock is not available, and we didn't time out.  We're going to wait again.
                        if (Interlocked.CompareExchange(ref _state, newState, oldState) == oldState)
                        {
                            break;
                        }
                    }
                }
            }

GotTheLock:
            Debug.Assert((_state | Locked) != 0);
            Debug.Assert(_owningThreadId == IntPtr.Zero);
            Debug.Assert(_recursionCount == 0);
            _owningThreadId = currentThreadId;
            return(true);
        }