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C#多线程编程中的锁系统(四):自旋锁
摘要:目录一:基础二:自旋锁示例三:SpinLock四:继续SpinLock五:总结一:基础内核锁:基于内核对象构造的锁机制,就是通常说的内核构造...

目录

一:基础

二:自旋锁示例

三:SpinLock

四:继续SpinLock

五:总结

一:基础

内核锁:基于内核对象构造的锁机制,就是通常说的内核构造模式。用户模式构造和内核模式构造

优点:cpu利用最大化。它发现资源被锁住,请求就排队等候。线程切换到别处干活,直到接受到可用信号,线程再切回来继续处理请求。

缺点:托管代码->用户模式代码->内核代码损耗、线程上下文切换损耗。

在锁的时间比较短时,系统频繁忙于休眠、切换,是个很大的性能损耗。

自旋锁:原子操作+自循环。通常说的用户构造模式。 线程不休眠,一直循环尝试对资源访问,直到可用。

优点:完美解决内核锁的缺点。

缺点:长时间一直循环会导致cpu的白白浪费,高并发竞争下、CPU的消耗特别严重。

混合锁:内核锁+自旋锁。 混合锁是先自旋锁一段时间或自旋多少次,再转成内核锁。

优点:内核锁和自旋锁的折中方案,利用前二者优点,避免出现极端情况(自旋时间过长,内核锁时间过短)。

缺点: 自旋多少时间、自旋多少次,这些策略很难把控。

ps:操作系统或net框架,这块算法策略做的已经非常优了,有些API函数也提供了时间及次数可配置项,让开发者根据需求自行判断。

二:自旋锁示例

来看下我们自己简单实现的自旋锁:

复制代码 代码如下:

int signal = 0;

var li = new List<int>();

Parallel.For(0, 1000 * 10000, r =>

{

while (Interlocked.Exchange(ref signal, 1) != 0)//加自旋锁

{

//黑魔法

}

li.Add(r);

Interlocked.Exchange(ref signal, 0); //释放锁

});

Console.WriteLine(li.Count);

//输出:10000000

上面就是自旋锁:Interlocked.Exchange+while

1:定义signal 0可用,1不可用。

2:Parallel模拟并发竞争,原子更改signal状态。 后续线程自旋访问signal,是否可用。

3:A线程使用完后,更改signal为0。 剩余线程竞争访问资源,B线程胜利后,更改signal为1,失败线程继续自旋,直到可用。

三:SpinLock

SpinLock是net4.0后系统帮我们实现的自旋锁,内部做了优化。

简单看下实例:

复制代码 代码如下:

var li = new List<int>();

var sl = new SpinLock();

Parallel.For(0, 1000 * 10000, r =>

{

bool gotLock = false; //释放成功

sl.Enter(ref gotLock); //进入锁

li.Add(r);

if (gotLock) sl.Exit(); //释放

});

Console.WriteLine(li.Count);

//输出:10000000

四:继续SpinLock

new SpinLock(false) 这个构造函数主要用来帮我们检查死锁用,true是开启。

开启状态下,如果发生死锁会直接抛异常的。

贴了一部分源码(已折叠),我们来看下:

复制代码 代码如下:

public void Enter(ref bool lockTaken)

{

if (lockTaken)

{

lockTaken = false;

throw new System.ArgumentException(Environment.GetResourceString("SpinLock_TryReliableEnter_ArgumentException"));

}

// Fast path to acquire the lock if the lock is released

// If the thread tracking enabled set the new owner to the current thread id

// Id not, set the anonymous bit lock

int observedOwner = m_owner;

int newOwner = 0;

bool threadTrackingEnabled = (m_owner & LOCK_ID_DISABLE_MASK) == 0;

if (threadTrackingEnabled)

{

if (observedOwner == LOCK_UNOWNED)

newOwner = Thread.CurrentThread.ManagedThreadId;

}

else if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)

{

newOwner = observedOwner | LOCK_ANONYMOUS_OWNED; // set the lock bit

}

if (newOwner != 0)

{

#if !FEATURE_CORECLR

Thread.BeginCriticalRegion();

#endif

#if PFX_LEGACY_3_5

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner) == observedOwner)

{

lockTaken = true;

return;

}

#else

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner, ref lockTaken) == observedOwner)

{

// Fast path succeeded

return;

}

#endif

#if !FEATURE_CORECLR

Thread.EndCriticalRegion();

#endif

}

//Fast path failed, try slow path

ContinueTryEnter(Timeout.Infinite, ref lockTaken);

}

private void ContinueTryEnter(int millisecondsTimeout, ref bool lockTaken)

{

long startTicks = 0;

if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout != 0)

{

startTicks = DateTime.UtcNow.Ticks;

}

#if !FEATURE_PAL && !FEATURE_CORECLR // PAL doesn't support eventing, and we don't compile CDS providers for Coreclr

if (CdsSyncEtwBCLProvider.Log.IsEnabled())

{

CdsSyncEtwBCLProvider.Log.SpinLock_FastPathFailed(m_owner);

}

#endif

if (IsThreadOwnerTrackingEnabled)

{

// Slow path for enabled thread tracking mode

ContinueTryEnterWithThreadTracking(millisecondsTimeout, startTicks, ref lockTaken);

return;

}

// then thread tracking is disabled

// In this case there are three ways to acquire the lock

// 1- the first way the thread either tries to get the lock if it's free or updates the waiters, if the turn >= the processors count then go to 3 else go to 2

// 2- In this step the waiter threads spins and tries to acquire the lock, the number of spin iterations and spin count is dependent on the thread turn

// the late the thread arrives the more it spins and less frequent it check the lock avilability

// Also the spins count is increaes each iteration

// If the spins iterations finished and failed to acquire the lock, go to step 3

// 3- This is the yielding step, there are two ways of yielding Thread.Yield and Sleep(1)

// If the timeout is expired in after step 1, we need to decrement the waiters count before returning

int observedOwner;

//***Step 1, take the lock or update the waiters

// try to acquire the lock directly if possoble or update the waiters count

SpinWait spinner = new SpinWait();

while (true)

{

observedOwner = m_owner;

if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)

{

#if !FEATURE_CORECLR

Thread.BeginCriticalRegion();

#endif

#if PFX_LEGACY_3_5

if (Interlocked.CompareExchange(ref m_owner, observedOwner | 1, observedOwner) == observedOwner)

{

lockTaken = true;

return;

}

#else

if (Interlocked.CompareExchange(ref m_owner, observedOwner | 1, observedOwner, ref lockTaken) == observedOwner)

{

return;

}

#endif

#if !FEATURE_CORECLR

Thread.EndCriticalRegion();

#endif

}

else //failed to acquire the lock,then try to update the waiters. If the waiters count reached the maximum, jsut break the loop to avoid overflow

if ((observedOwner & WAITERS_MASK) == MAXIMUM_WAITERS || Interlocked.CompareExchange(ref m_owner, observedOwner + 2, observedOwner) == observedOwner)

break;

spinner.SpinOnce();

}

// Check the timeout.

if (millisecondsTimeout == 0 ||

(millisecondsTimeout != Timeout.Infinite &&

TimeoutExpired(startTicks, millisecondsTimeout)))

{

DecrementWaiters();

return;

}

//***Step 2. Spinning

//lock acquired failed and waiters updated

int turn = ((observedOwner + 2) & WAITERS_MASK) / 2;

int processorCount = PlatformHelper.ProcessorCount;

if (turn < processorCount)

{

int processFactor = 1;

for (int i = 1; i <= turn * SPINNING_FACTOR; i++)

{

Thread.SpinWait((turn + i) * SPINNING_FACTOR * processFactor);

if (processFactor < processorCount)

processFactor++;

observedOwner = m_owner;

if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)

{

#if !FEATURE_CORECLR

Thread.BeginCriticalRegion();

#endif

int newOwner = (observedOwner & WAITERS_MASK) == 0 ? // Gets the number of waiters, if zero

observedOwner | 1 // don't decrement it. just set the lock bit, it is zzero because a previous call of Exit(false) ehich corrupted the waiters

: (observedOwner - 2) | 1; // otherwise decrement the waiters and set the lock bit

Contract.Assert((newOwner & WAITERS_MASK) >= 0);

#if PFX_LEGACY_3_5

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner) == observedOwner)

{

lockTaken = true;

return;

}

#else

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner, ref lockTaken) == observedOwner)

{

return;

}

#endif

#if !FEATURE_CORECLR

Thread.EndCriticalRegion();

#endif

}

}

}

// Check the timeout.

if (millisecondsTimeout != Timeout.Infinite && TimeoutExpired(startTicks, millisecondsTimeout))

{

DecrementWaiters();

return;

}

//*** Step 3, Yielding

//Sleep(1) every 50 yields

int yieldsoFar = 0;

while (true)

{

observedOwner = m_owner;

if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)

{

#if !FEATURE_CORECLR

Thread.BeginCriticalRegion();

#endif

int newOwner = (observedOwner & WAITERS_MASK) == 0 ? // Gets the number of waiters, if zero

observedOwner | 1 // don't decrement it. just set the lock bit, it is zzero because a previous call of Exit(false) ehich corrupted the waiters

: (observedOwner - 2) | 1; // otherwise decrement the waiters and set the lock bit

Contract.Assert((newOwner & WAITERS_MASK) >= 0);

#if PFX_LEGACY_3_5

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner) == observedOwner)

{

lockTaken = true;

return;

}

#else

if (Interlocked.CompareExchange(ref m_owner, newOwner, observedOwner, ref lockTaken) == observedOwner)

{

return;

}

#endif

#if !FEATURE_CORECLR

Thread.EndCriticalRegion();

#endif

}

if (yieldsoFar % SLEEP_ONE_FREQUENCY == 0)

{

Thread.Sleep(1);

}

else if (yieldsoFar % SLEEP_ZERO_FREQUENCY == 0)

{

Thread.Sleep(0);

}

else

{

#if PFX_LEGACY_3_5

Platform.Yield();

#else

Thread.Yield();

#endif

}

if (yieldsoFar % TIMEOUT_CHECK_FREQUENCY == 0)

{

//Check the timeout.

if (millisecondsTimeout != Timeout.Infinite && TimeoutExpired(startTicks, millisecondsTimeout))

{

DecrementWaiters();

return;

}

}

yieldsoFar++;

}

}

/// <summary>

/// decrements the waiters, in case of the timeout is expired

/// </summary>

private void DecrementWaiters()

{

SpinWait spinner = new SpinWait();

while (true)

{

int observedOwner = m_owner;

if ((observedOwner & WAITERS_MASK) == 0) return; // don't decrement the waiters if it's corrupted by previous call of Exit(false)

if (Interlocked.CompareExchange(ref m_owner, observedOwner - 2, observedOwner) == observedOwner)

{

Contract.Assert(!IsThreadOwnerTrackingEnabled); // Make sure the waiters never be negative which will cause the thread tracking bit to be flipped

break;

}

spinner.SpinOnce();

}

}

从代码中发现SpinLock并不是我们简单的实现那样一直自旋,其内部做了很多优化。

1:内部使用了Interlocked.CompareExchange保持原子操作, m_owner 0可用,1不可用。

2:第一次获得锁失败后,继续调用ContinueTryEnter,ContinueTryEnter有三种获得锁的情况。

3:ContinueTryEnter函数第一种获得锁的方式。 使用了while+SpinWait,后续再讲。

4:第一种方式达到最大等待者数量后,命中走第二种。 继续自旋 turn * 100次。100这个值是处理器核数(4, 8 ,16)下最好的。

5:第二种如果还不能获得锁,走第三种。 这种就有点混合构造的意味了,如下:

复制代码 代码如下:

if (yieldsoFar % 40 == 0)

Thread.Sleep(1);

else if (yieldsoFar % 10 == 0)

Thread.Sleep(0);

else

Thread.Yield();

Thread.Sleep(1) : 终止当前线程,放弃剩下时间片 休眠1毫秒。 退出跟其他线程抢占cpu。当然这个一般会更多,系统无法保证这么细的时间粒度。

Thread.Sleep(0): 终止当前线程,放弃剩下时间片。 但立马还会跟其他线程抢cpu,能不能抢到跟线程优先级有关。

Thread.Yeild(): 结束当前线程。让出cpu给其他准备好的线程。其他线程ok后或没有准备好的线程,继续执行。 跟优先级无关。

Thread.Yeild()还会返回个bool值,是否让出成功。

从源码中,我们可以学到不少编程技巧。 比如我们也可以使用 自旋+Thread.Yeild() 或 while+Thread.Yeild() 等组合。

五:总结

本章谈了自旋锁的基础+楼主的经验。 SpinLock类源码这块,只粗浅理解了下,并没有深究。

测了下SpinLock和自己实现的自旋锁性能对比(并行添加1000w List<int>()),SpinLock是单纯的自旋锁性能2倍以上。

还测了下lock的性能,是系统SpinLock性能的3倍以上。 可见lock内部自旋的效率更高,CLR暂没开源,所以看不到CLR具体实现的代码。

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