File: ConcurrentSkipList.cs

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// ConcurrentSkipList.cs
//
// Copyright (c) 2008 Jérémie "Garuma" Laval
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//

using System;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Concurrent;

namespace Mono.Collections.Concurrent
{
	public class ConcurrentSkipList<T> : ICollection<T>, IEnumerable<T>
	{
		// Used for randomSeed
		[ThreadStatic]
		static Random r;
		// Used in FindNodes and thus most others methods
		// avoid heavy local array creation at each method call and use
		// for thread locallity ThreadStatic attribute
		[ThreadStatic]
		static Node[] precedents;
		[ThreadStatic]
		static Node[] succedings;
		[ThreadStatic]
		static bool[] takenLocks;

		int count = 0;

		class Node
		{
			public readonly int      Key;
			public T                 Value;
			public readonly int      TopLayer;
			public readonly Node[]   Nexts;
			public volatile bool     Marked;
			public volatile bool     FullyLinked;
			public SpinLock  Lock;

			public Node (int key, T value, int heightValue)
			{
				Key = key;
				Value = value;
				TopLayer = heightValue;
				Nexts = new Node [heightValue + 1];
				Lock = new SpinLock (true);
				Marked = FullyLinked = false;
			}
		}

		Node leftSentinel;
		Node rightSentinel;

		const int MaxHeight = 200;
		uint randomSeed;

		IEqualityComparer<T> comparer;

		public ConcurrentSkipList () : this (EqualityComparer<T>.Default)
		{

		}

		public ConcurrentSkipList (IEqualityComparer<T> comparer)
		{
			if (comparer == null)
				throw new ArgumentNullException ("comparer");

			this.comparer = comparer;
			Init ();
		}

		void Init ()
		{
			var left = new Node (int.MinValue, default (T), MaxHeight);
			var right = new Node (int.MaxValue, default (T), MaxHeight);

			for (int i = 0; i < MaxHeight; i++) {
				left.Nexts [i] = right;
			}
			// The or ensures that randomSeed != 0
			randomSeed = ((uint)System.Math.Abs (Next())) | 0x0100;

			leftSentinel = left;
			rightSentinel = right;
		}

		public bool TryAdd (T value)
		{
			if (value == null)
				throw new ArgumentNullException ("value");

			CleanArrays ();
			int topLayer = GetRandomLevel ();

			int v = comparer.GetHashCode (value);

			while (true) {
				int found = FindNode (v, precedents, succedings);
				if (found != -1) {
					// A node with the same key already exists
					Node nodeFound = succedings [found];
					if (!nodeFound.Marked) {
						SpinWait sw = new SpinWait ();
						while (!nodeFound.FullyLinked)
							sw.SpinOnce ();

						return false;
					}
					continue;
				}
				int highestLocked = -1;
				try {
					bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
					                        (layer, pred, succ) => !pred.Marked && !succ.Marked && pred.Nexts [layer] == succ);
					if (!valid)
						continue;

					Node newNode = new Node (v, value, topLayer);
					for (int layer = 0; layer <= topLayer; layer++) {
						newNode.Nexts [layer] = succedings [layer];
						precedents [layer].Nexts [layer] = newNode;
					}
					newNode.FullyLinked = true;
				} finally {
					Unlock (precedents, takenLocks, highestLocked);
				}
				Interlocked.Increment (ref count);
				return true;
			}
		}

		void ICollection<T>.Add (T item)
		{
			TryAdd (item);
		}

		public T[] ToArray ()
		{
			int countSnapshot = count;
			T[] temp = new T [countSnapshot];

			CopyTo(temp, 0);

			return temp;
		}

		public void CopyTo (T[] array, int startIndex)
		{
			if (array == null)
				throw new ArgumentNullException ("array");
			if (startIndex < 0)
				throw new ArgumentOutOfRangeException ("startIndex");
			if (count > array.Length - startIndex)
				throw new ArgumentException ("array", "The number of elements is greater than the available space from startIndex to the end of the destination array.");

			IEnumerator<T> e = GetInternalEnumerator ();
			for (int i = startIndex; i < array.Length; i++) {
				if (!e.MoveNext ())
					return;
				array [i] = e.Current;
			}
			e.Dispose ();
		}

		public bool Remove (T value)
		{
			if (value == null)
				throw new ArgumentNullException ("value");

			CleanArrays();
			Node toDelete = null;
			bool isMarked = false;
			int topLayer = -1;
			int v = comparer.GetHashCode (value);

			while (true) {
				int found = FindNode (v, precedents, succedings);
				bool taken = false;
				int highestLocked = -1;

				if (isMarked || (found != -1 && OkToDelete (succedings [found], found))) {
					// If not marked then logically delete the node
					try {
						if (!isMarked) {
							toDelete = succedings [found];
							topLayer = toDelete.TopLayer;

							toDelete.Lock.Enter (ref taken);
							// Now that we have the lock, check if the node hasn't already been marked
							if (toDelete.Marked)
								return false;

							toDelete.Marked = true;
							isMarked = true;
						}

						bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
						                        (layer, pred, succ) => !pred.Marked && pred.Nexts [layer] == succ);
						if (!valid)
							continue;

						for (int layer = topLayer; layer >= 0; layer--)
							precedents [layer].Nexts [layer] = toDelete.Nexts [layer];
					} finally {
						if (taken)
							toDelete.Lock.Exit ();
						Unlock (precedents, takenLocks, highestLocked);
					}

					Interlocked.Decrement (ref count);
					return true;
				} else {
					return false;
				}
			}
		}

		public bool Contains (T value)
		{
			if (value == null)
				throw new ArgumentNullException ("value");

			return ContainsHash (comparer.GetHashCode (value));
		}

		public bool ContainsHash (int hash)
		{
			CleanArrays ();
			int found = FindNode (hash, precedents, succedings);
			return found != -1 && succedings [found].FullyLinked && !succedings [found].Marked;
		}

		public bool TryGetFromHash (int hash, out T value)
		{
			value = default (T);
			CleanArrays ();
			// We are blindly supposing that the hash is correct
			// i.e. I trust myself :-)
			int found = FindNode (hash, precedents, succedings);
			if (found == -1)
				return false;

			bool taken = false;
			Node node = succedings [found];

			try {
				node.Lock.Enter (ref taken);

				if (node.FullyLinked && !node.Marked) {
					value = node.Value;
					return true;
				}
			} finally {
				if (taken)
					node.Lock.Exit ();
			}

			return false;
		}

		public void Clear ()
		{
			Init ();
		}

		public int Count {
			get {
				return count;
			}
		}

		IEnumerator<T> IEnumerable<T>.GetEnumerator ()
		{
			return GetInternalEnumerator ();
		}

		IEnumerator IEnumerable.GetEnumerator ()
		{
			return GetInternalEnumerator ();
		}

		IEnumerator<T> GetInternalEnumerator ()
		{
			Node curr = leftSentinel;
			while ((curr = curr.Nexts [0]) != rightSentinel && curr != null) {
				// If there is an Add operation ongoing we wait a little
				// Possible optimization : use a helping scheme
				SpinWait sw = new SpinWait ();
				while (!curr.FullyLinked)
					sw.SpinOnce ();

				yield return curr.Value;
			}
		}

		bool ICollection<T>.IsReadOnly {
			get {
				return false;
			}
		}

		void Unlock (Node[] preds, bool[] takenLocks, int highestLocked)
		{
			for (int layer = 0; layer <= highestLocked; layer++)
				if (takenLocks [layer])
					preds [layer].Lock.Exit ();
		}

		bool LockNodes (int topLayer, ref int highestLocked, Node[] preds, Node[] succs, Func<int, Node, Node, bool> validityTest)
		{
			Node pred, succ, prevPred = null;
			bool valid = true;

			for (int layer = 0; valid && (layer <= topLayer); layer++) {
				pred = preds [layer];
				succ = succs [layer];
				takenLocks[layer] = false;

				if (pred != prevPred) {
					// Possible optimization : limit topLayer to the first refused lock
					pred.Lock.Enter (ref takenLocks[layer]);
					highestLocked = layer;
					prevPred = pred;
				}

				valid = validityTest (layer, pred, succ);
			}

			return valid;
		}

		int FindNode (int v, Node[] preds, Node[] succs)
		{
			// With preds and succs we record the path we use for searching v
			if (preds.Length != MaxHeight || succs.Length != MaxHeight)
				throw new Exception ("preds or succs don't have the  good length");

			int found = -1;
			Node pred = leftSentinel;

			// We start at the higher layer
			for (int layer = MaxHeight - 1; layer >= 0; layer--) {
				Node curr = pred.Nexts [layer];
				// In the current layer we find the best position, then the operation will continue on the
				// layer just beneath
				while (v > curr.Key) {
					pred = curr;
					curr = curr.Nexts [layer];
				}
				if (found == -1 && v == curr.Key)
					found = layer;
				preds [layer] = pred;
				succs [layer] = curr;
			}

			return found;
		}

		bool OkToDelete (Node candidate, int found)
		{
			return candidate.FullyLinked && candidate.TopLayer == found && !candidate.Marked;
		}

		// Taken from Doug Lea's code released in the public domain
		int GetRandomLevel ()
		{
			uint x = randomSeed;
			x ^= x << 13;
			x ^= x >> 17;
			x ^= x << 5;
			randomSeed = x;
			if ((x & 0x80000001) != 0) // test highest and lowest bits
				return 0;
			int level = 1;
			while (((x >>= 1) & 1) != 0) ++level;
			return level;
		}

		void CleanArrays ()
		{
			// If one is null, the others too
			if (succedings == null) {
				succedings = new Node [MaxHeight];
				precedents = new Node [MaxHeight];
				takenLocks = new bool [MaxHeight];

				return;
			}

			// Hopefully these are more optimized than a bare for loop
			// (I suppose it uses memset internally)
			Array.Clear (precedents, 0, precedents.Length);
			Array.Clear (succedings, 0, succedings.Length);
			Array.Clear (takenLocks, 0, takenLocks.Length);
		}

		int Next ()
		{
		  if (r == null)
			r = new Random ();

		  return r.Next ();
		}
	}
}