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#region Copyright notice and license |
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|
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// Copyright 2017 gRPC authors. |
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// |
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// Licensed under the Apache License, Version 2.0 (the "License"); |
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// you may not use this file except in compliance with the License. |
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// You may obtain a copy of the License at |
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// |
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// http://www.apache.org/licenses/LICENSE-2.0 |
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// |
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// Unless required by applicable law or agreed to in writing, software |
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// distributed under the License is distributed on an "AS IS" BASIS, |
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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// See the License for the specific language governing permissions and |
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// limitations under the License. |
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#endregion |
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using System; |
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using System.Threading; |
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using System.Collections.Generic; |
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using Grpc.Core.Utils; |
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namespace Grpc.Core.Internal |
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{ |
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/// <summary> |
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/// Pool of objects that combines a shared pool and a thread local pool. |
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/// </summary> |
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internal class DefaultObjectPool<T> : IObjectPool<T> |
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where T : class, IDisposable |
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{ |
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readonly object myLock = new object(); |
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readonly Func<T> itemFactory; |
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// Queue shared between threads, access needs to be synchronized. |
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readonly Queue<T> sharedQueue; |
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readonly int sharedCapacity; |
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readonly ThreadLocal<ThreadLocalData> threadLocalData; |
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readonly int threadLocalCapacity; |
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readonly int rentLimit; |
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bool disposed; |
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/// <summary> |
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/// Initializes a new instance of <c>DefaultObjectPool</c> with given shared capacity and thread local capacity. |
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/// Thread local capacity should be significantly smaller than the shared capacity as we don't guarantee immediately |
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/// disposing the objects in the thread local pool after this pool is disposed (they will eventually be garbage collected |
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/// after the thread that owns them has finished). |
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/// On average, the shared pool will only be accessed approx. once for every <c>threadLocalCapacity / 2</c> rent or lease |
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/// operations. |
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/// </summary> |
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public DefaultObjectPool(Func<T> itemFactory, int sharedCapacity, int threadLocalCapacity) |
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{ |
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GrpcPreconditions.CheckArgument(sharedCapacity >= 0); |
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GrpcPreconditions.CheckArgument(threadLocalCapacity >= 0); |
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this.itemFactory = GrpcPreconditions.CheckNotNull(itemFactory, nameof(itemFactory)); |
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this.sharedQueue = new Queue<T>(sharedCapacity); |
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this.sharedCapacity = sharedCapacity; |
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this.threadLocalData = new ThreadLocal<ThreadLocalData>(() => new ThreadLocalData(threadLocalCapacity), false); |
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this.threadLocalCapacity = threadLocalCapacity; |
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this.rentLimit = threadLocalCapacity / 2; |
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} |
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/// <summary> |
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/// Leases an item from the pool or creates a new instance if the pool is empty. |
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/// Attempts to retrieve the item from the thread local pool first. |
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/// If the thread local pool is empty, the item is taken from the shared pool |
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/// along with more items that are moved to the thread local pool to avoid |
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/// prevent acquiring the lock for shared pool too often. |
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/// The methods should not be called after the pool is disposed, but it won't |
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/// results in an error to do so (after depleting the items potentially left |
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/// in the thread local pool, it will continue returning new objects created by the factory). |
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/// </summary> |
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public T Lease() |
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{ |
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var localData = threadLocalData.Value; |
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if (localData.Queue.Count > 0) |
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{ |
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return localData.Queue.Dequeue(); |
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} |
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if (localData.CreateBudget > 0) |
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{ |
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localData.CreateBudget --; |
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return itemFactory(); |
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} |
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int itemsMoved = 0; |
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T leasedItem = null; |
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lock(myLock) |
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{ |
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if (sharedQueue.Count > 0) |
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{ |
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leasedItem = sharedQueue.Dequeue(); |
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} |
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while (sharedQueue.Count > 0 && itemsMoved < rentLimit) |
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{ |
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localData.Queue.Enqueue(sharedQueue.Dequeue()); |
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itemsMoved ++; |
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} |
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} |
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// If the shared pool didn't contain all rentLimit items, |
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// next time we try to lease we will just create those |
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// instead of trying to grab them from the shared queue. |
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// This is to guarantee we won't be accessing the shared queue too often. |
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localData.CreateBudget += rentLimit - itemsMoved; |
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return leasedItem ?? itemFactory(); |
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} |
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/// <summary> |
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/// Returns an item to the pool. |
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/// Attempts to add the item to the thread local pool first. |
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/// If the thread local pool is full, item is added to a shared pool, |
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/// along with half of the items for the thread local pool, which |
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/// should prevent acquiring the lock for shared pool too often. |
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/// If called after the pool is disposed, we make best effort not to |
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/// add anything to the thread local pool and we guarantee not to add |
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/// anything to the shared pool (items will be disposed instead). |
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/// </summary> |
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public void Return(T item) |
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{ |
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GrpcPreconditions.CheckNotNull(item); |
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var localData = threadLocalData.Value; |
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if (localData.Queue.Count < threadLocalCapacity && !disposed) |
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{ |
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localData.Queue.Enqueue(item); |
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return; |
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} |
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if (localData.DisposeBudget > 0) |
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{ |
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localData.DisposeBudget --; |
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item.Dispose(); |
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return; |
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} |
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int itemsReturned = 0; |
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int returnLimit = rentLimit + 1; |
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lock (myLock) |
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{ |
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if (sharedQueue.Count < sharedCapacity && !disposed) |
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{ |
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sharedQueue.Enqueue(item); |
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itemsReturned ++; |
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} |
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while (sharedQueue.Count < sharedCapacity && itemsReturned < returnLimit && !disposed) |
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{ |
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sharedQueue.Enqueue(localData.Queue.Dequeue()); |
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itemsReturned ++; |
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} |
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} |
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// If the shared pool could not accomodate all returnLimit items, |
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// next time we try to return we will just dispose the item |
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// instead of trying to return them to the shared queue. |
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// This is to guarantee we won't be accessing the shared queue too often. |
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localData.DisposeBudget += returnLimit - itemsReturned; |
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if (itemsReturned == 0) |
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{ |
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localData.DisposeBudget --; |
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item.Dispose(); |
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} |
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} |
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public void Dispose() |
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{ |
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lock (myLock) |
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{ |
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if (!disposed) |
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{ |
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disposed = true; |
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while (sharedQueue.Count > 0) |
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{ |
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sharedQueue.Dequeue().Dispose(); |
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} |
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} |
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} |
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} |
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class ThreadLocalData |
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{ |
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public ThreadLocalData(int capacity) |
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{ |
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this.Queue = new Queue<T>(capacity); |
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} |
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public Queue<T> Queue { get; } |
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public int CreateBudget { get; set; } |
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public int DisposeBudget { get; set; } |
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} |
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} |
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} |
@ -0,0 +1,35 @@ |
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#region Copyright notice and license |
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|
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// Copyright 2017 gRPC authors. |
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// |
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// Licensed under the Apache License, Version 2.0 (the "License"); |
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// you may not use this file except in compliance with the License. |
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// You may obtain a copy of the License at |
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// |
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// http://www.apache.org/licenses/LICENSE-2.0 |
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// |
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// Unless required by applicable law or agreed to in writing, software |
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// distributed under the License is distributed on an "AS IS" BASIS, |
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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// See the License for the specific language governing permissions and |
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// limitations under the License. |
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|
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#endregion |
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|
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using System; |
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using System.Threading; |
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using System.Collections.Generic; |
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using Grpc.Core.Utils; |
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namespace Grpc.Core.Internal |
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{ |
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/// <summary> |
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/// Pool of objects. |
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/// </summary> |
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internal interface IObjectPool<T> : IDisposable |
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where T : class
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{ |
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T Lease(); |
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void Return(T item); |
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} |
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} |
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