Files
neon/safekeeper/src/simlib/sync.rs
Arthur Petukhovsky 06f493f525 Extract simlib
2023-05-24 13:06:42 +03:00

231 lines
7.5 KiB
Rust

use std::{
backtrace::Backtrace,
sync::Arc,
};
use super::world::{Node, NodeId};
pub type Mutex<T> = parking_lot::Mutex<T>;
/// More deterministic condvar. Determenism comes from the fact that
/// at all times there is at most one running thread.
pub struct Condvar {
waiters: Mutex<CondvarState>,
}
struct CondvarState {
waiters: Vec<Arc<Park>>,
}
impl Condvar {
pub fn new() -> Condvar {
Condvar {
waiters: Mutex::new(CondvarState {
waiters: Vec::new(),
}),
}
}
/// Blocks the current thread until this condition variable receives a notification.
pub fn wait<'a, T>(&self, guard: &mut parking_lot::MutexGuard<'a, T>) {
let park = Park::new(false);
// add the waiter to the list
self.waiters.lock().waiters.push(park.clone());
parking_lot::MutexGuard::unlocked(guard, || {
// part the thread, it will be woken up by notify_one or notify_all
park.park();
});
}
/// Wakes up all blocked threads on this condvar, can be called only from the node thread.
pub fn notify_all(&self) {
// TODO: check that it's waked up in random order and yield to the scheduler
let mut waiters = self.waiters.lock().waiters.drain(..).collect::<Vec<_>>();
for waiter in waiters.drain(..) {
// block (park) the current thread, wake the other thread
waiter.wake();
}
}
/// Wakes up one blocked thread on this condvar, can be called only from the node thread.
pub fn notify_one(&self) {
// TODO: wake up random thread
let to_wake = self.waiters.lock().waiters.pop();
if let Some(waiter) = to_wake {
// block (park) the current thread, wake the other thread
waiter.wake();
} else {
// block (park) the current thread just in case
Park::yield_thread()
}
}
}
/// A tool to block (park) a current thread until it will be woken up.
pub struct Park {
lock: Mutex<ParkState>,
cvar: parking_lot::Condvar,
}
struct ParkState {
/// False means that thread cannot continue without external signal,
/// i.e. waiting for some event to happen.
can_continue: bool,
/// False means that thread is unconditionally parked and waiting for
/// world simulation to wake it up. True means that the parking is
/// finished and the thread can continue.
finished: bool,
node_id: Option<NodeId>,
backtrace: Option<Backtrace>,
}
impl Park {
pub fn new(can_continue: bool) -> Arc<Park> {
Arc::new(Park {
lock: Mutex::new(ParkState {
can_continue,
finished: false,
node_id: None,
backtrace: None,
}),
cvar: parking_lot::Condvar::new(),
})
}
fn init_state(state: &mut ParkState, node: &Arc<Node>) {
state.node_id = Some(node.id);
state.backtrace = Some(Backtrace::capture());
}
/// Should be called once by the waiting thread. Blocks the thread until wake() is called,
/// and until the thread is woken up by the world simulation.
pub fn park(self: &Arc<Self>) {
let node = Node::current();
// start blocking
let mut state = self.lock.lock();
Self::init_state(&mut state, &node);
if state.can_continue {
// unconditional parking
// println!("YIELD PARKING: node {:?}", node.id);
parking_lot::MutexGuard::unlocked(&mut state, || {
// first put to world parking, then decrease the running threads counter
node.internal_parking_middle(self.clone());
});
} else {
// println!("AWAIT PARKING: node {:?}", node.id);
parking_lot::MutexGuard::unlocked(&mut state, || {
// conditional parking, decrease the running threads counter without parking
node.internal_parking_start();
});
// wait for condition
while !state.can_continue {
self.cvar.wait(&mut state);
}
// println!("CONDITION MET: node {:?}", node.id);
// condition is met, we are now running instead of the waker thread.
// the next thing is to park the thread in the world, then decrease
// the running threads counter
node.internal_parking_middle(self.clone());
}
self.park_wait_the_world(node, &mut state);
}
fn park_wait_the_world(&self, node: Arc<Node>, state: &mut parking_lot::MutexGuard<ParkState>) {
// condition is met, wait for world simulation to wake us up
while !state.finished {
self.cvar.wait(state);
}
// println!("PARKING ENDED: node {:?}", node.id);
// We are the only running thread now, we just need to update the state,
// and continue the execution.
node.internal_parking_end();
}
/// Hacky way to register parking before the thread is actually blocked.
fn park_ahead_now() -> Arc<Park> {
let park = Park::new(true);
let node = Node::current();
Self::init_state(&mut park.lock.lock(), &node);
// println!("PARKING MIDDLE alt: node {:?}", node.id);
node.internal_parking_ahead(park.clone());
park
}
/// Will wake up the thread that is currently conditionally parked. Can be called only
/// from the node thread, because it will block the caller thread. What it will do:
/// 1. Park the thread that called wake() in the world
/// 2. Wake up the waiting thread (it will also park in the world)
/// 3. Block the thread that called wake()
pub fn wake(&self) {
// parking the thread that called wake()
let self_park = Park::park_ahead_now();
let mut state = self.lock.lock();
if state.can_continue {
println!(
"WARN wake() called on a thread that is already waked, node {:?}",
state.node_id
);
return;
}
state.can_continue = true;
// and here we park the waiting thread
self.cvar.notify_all();
drop(state);
// and here we block the thread that called wake() by defer
let node = Node::current();
let mut state = self_park.lock.lock();
self_park.park_wait_the_world(node, &mut state);
}
/// Will wake up the thread that is currently unconditionally parked.
pub fn internal_world_wake(&self) {
let mut state = self.lock.lock();
if state.finished {
println!(
"WARN internal_world_wake() called on a thread that is already waked, node {:?}",
state.node_id
);
return;
}
state.finished = true;
self.cvar.notify_all();
}
/// Print debug info about the parked thread.
pub fn debug_print(&self) {
let _state = self.lock.lock();
// println!("PARK: node {:?} wake1={} wake2={}", state.node_id, state.can_continue, state.finished);
// println!("DEBUG: node {:?} wake1={} wake2={}, trace={:?}", state.node_id, state.can_continue, state.finished, state.backtrace);
}
/// It feels that this function can cause deadlocks.
pub fn node_id(&self) -> Option<NodeId> {
let state = self.lock.lock();
state.node_id
}
/// Yield the current thread to the world simulation.
pub fn yield_thread() {
let park = Park::new(true);
park.park();
}
}