1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322
|
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TaskManager.h"
#include "lib/debug.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Threading.h"
#include "ps/ThreadUtil.h"
#include "ps/Profiler2.h"
#include <condition_variable>
#include <deque>
#include <functional>
#include <memory>
#include <mutex>
#include <thread>
namespace Threading
{
namespace
{
/**
* Minimum number of TaskManager workers.
*/
constexpr size_t MIN_WORKERS = 3;
/**
* Maximum number of TaskManager workers.
*/
constexpr size_t MAX_WORKERS = 32;
size_t GetDefaultNumberOfWorkers()
{
const size_t hardware_concurrency = std::thread::hardware_concurrency();
return hardware_concurrency ? Clamp(hardware_concurrency - 1, MIN_WORKERS, MAX_WORKERS) : MIN_WORKERS;
}
} // anonymous namespace
std::unique_ptr<TaskManager> g_TaskManager;
class Thread;
using QueueItem = std::function<void()>;
/**
* Light wrapper around std::thread. Ensures Join has been called.
*/
class Thread
{
public:
Thread() = default;
Thread(const Thread&) = delete;
Thread(Thread&&) = delete;
template<typename T, void(T::* callable)()>
void Start(T* object)
{
m_Thread = std::thread(HandleExceptions<DoStart<T, callable>>::Wrapper, object);
}
template<typename T, void(T::* callable)()>
static void DoStart(T* object);
protected:
~Thread()
{
ENSURE(!m_Thread.joinable());
}
std::thread m_Thread;
std::atomic<bool> m_Kill = false;
};
/**
* Worker thread: process the taskManager queues until killed.
*/
class WorkerThread : public Thread
{
public:
WorkerThread(TaskManager::Impl& taskManager);
~WorkerThread();
/**
* Wake the worker.
*/
void Wake();
protected:
void RunUntilDeath();
std::mutex m_Mutex;
std::condition_variable m_ConditionVariable;
TaskManager::Impl& m_TaskManager;
};
/**
* PImpl-ed implementation of the Task manager.
*
* The normal priority queue is processed first, the low priority only if there are no higher-priority tasks
*/
class TaskManager::Impl
{
friend class TaskManager;
friend class WorkerThread;
public:
Impl(TaskManager& backref);
~Impl()
{
ClearQueue();
m_Workers.clear();
}
/**
* 2-phase init to avoid having to think too hard about the order of class members.
*/
void SetupWorkers(size_t numberOfWorkers);
/**
* Push a task on the global queue.
* Takes ownership of @a task.
* May be called from any thread.
*/
void PushTask(std::function<void()>&& task, TaskPriority priority);
protected:
void ClearQueue();
template<TaskPriority Priority>
bool PopTask(std::function<void()>& taskOut);
// Back reference (keep this first).
TaskManager& m_TaskManager;
std::atomic<bool> m_HasWork = false;
std::atomic<bool> m_HasLowPriorityWork = false;
std::mutex m_GlobalMutex;
std::mutex m_GlobalLowPriorityMutex;
std::deque<QueueItem> m_GlobalQueue;
std::deque<QueueItem> m_GlobalLowPriorityQueue;
// Ideally this would be a vector, since it does get iterated, but that requires movable types.
std::deque<WorkerThread> m_Workers;
// Round-robin counter for GetWorker.
mutable size_t m_RoundRobinIdx = 0;
};
TaskManager::TaskManager() : TaskManager(GetDefaultNumberOfWorkers())
{
}
TaskManager::TaskManager(size_t numberOfWorkers)
{
m = std::make_unique<Impl>(*this);
numberOfWorkers = Clamp<size_t>(numberOfWorkers, MIN_WORKERS, MAX_WORKERS);
m->SetupWorkers(numberOfWorkers);
}
TaskManager::~TaskManager() = default;
TaskManager::Impl::Impl(TaskManager& backref)
: m_TaskManager(backref)
{
}
void TaskManager::Impl::SetupWorkers(size_t numberOfWorkers)
{
for (size_t i = 0; i < numberOfWorkers; ++i)
m_Workers.emplace_back(*this);
}
void TaskManager::ClearQueue() { m->ClearQueue(); }
void TaskManager::Impl::ClearQueue()
{
{
std::lock_guard<std::mutex> lock(m_GlobalMutex);
m_GlobalQueue.clear();
}
{
std::lock_guard<std::mutex> lock(m_GlobalLowPriorityMutex);
m_GlobalLowPriorityQueue.clear();
}
}
size_t TaskManager::GetNumberOfWorkers() const
{
return m->m_Workers.size();
}
void TaskManager::DoPushTask(std::function<void()>&& task, TaskPriority priority)
{
m->PushTask(std::move(task), priority);
}
void TaskManager::Impl::PushTask(std::function<void()>&& task, TaskPriority priority)
{
std::mutex& mutex = priority == TaskPriority::NORMAL ? m_GlobalMutex : m_GlobalLowPriorityMutex;
std::deque<QueueItem>& queue = priority == TaskPriority::NORMAL ? m_GlobalQueue : m_GlobalLowPriorityQueue;
std::atomic<bool>& hasWork = priority == TaskPriority::NORMAL ? m_HasWork : m_HasLowPriorityWork;
{
std::lock_guard<std::mutex> lock(mutex);
queue.emplace_back(std::move(task));
hasWork = true;
}
for (WorkerThread& worker : m_Workers)
worker.Wake();
}
template<TaskPriority Priority>
bool TaskManager::Impl::PopTask(std::function<void()>& taskOut)
{
std::mutex& mutex = Priority == TaskPriority::NORMAL ? m_GlobalMutex : m_GlobalLowPriorityMutex;
std::deque<QueueItem>& queue = Priority == TaskPriority::NORMAL ? m_GlobalQueue : m_GlobalLowPriorityQueue;
std::atomic<bool>& hasWork = Priority == TaskPriority::NORMAL ? m_HasWork : m_HasLowPriorityWork;
// Particularly critical section since we're locking the global queue.
std::lock_guard<std::mutex> globalLock(mutex);
if (!queue.empty())
{
taskOut = std::move(queue.front());
queue.pop_front();
hasWork = !queue.empty();
return true;
}
return false;
}
void TaskManager::Initialise()
{
if (!g_TaskManager)
g_TaskManager = std::make_unique<TaskManager>();
}
TaskManager& TaskManager::Instance()
{
ENSURE(g_TaskManager);
return *g_TaskManager;
}
// Thread definition
WorkerThread::WorkerThread(TaskManager::Impl& taskManager)
: m_TaskManager(taskManager)
{
Start<WorkerThread, &WorkerThread::RunUntilDeath>(this);
}
WorkerThread::~WorkerThread()
{
m_Kill = true;
m_ConditionVariable.notify_one();
if (m_Thread.joinable())
m_Thread.join();
}
void WorkerThread::Wake()
{
m_ConditionVariable.notify_one();
}
void WorkerThread::RunUntilDeath()
{
// The profiler does better if the names are unique.
static std::atomic<int> n = 0;
std::string name = "Task Mgr #" + std::to_string(n++);
debug_SetThreadName(name.c_str());
g_Profiler2.RegisterCurrentThread(name);
std::function<void()> task;
bool hasTask = false;
std::unique_lock<std::mutex> lock(m_Mutex, std::defer_lock);
while (!m_Kill)
{
lock.lock();
m_ConditionVariable.wait(lock, [this](){
return m_Kill || m_TaskManager.m_HasWork || m_TaskManager.m_HasLowPriorityWork;
});
lock.unlock();
if (m_Kill)
break;
// Fetch work from the global queues.
hasTask = m_TaskManager.PopTask<TaskPriority::NORMAL>(task);
if (!hasTask)
hasTask = m_TaskManager.PopTask<TaskPriority::LOW>(task);
if (hasTask)
task();
}
}
// Defined here - needs access to derived types.
template<typename T, void(T::* callable)()>
void Thread::DoStart(T* object)
{
std::invoke(callable, object);
}
} // namespace Threading
|