rust/library/std/src/sys/sync/once/queue.rs

332 lines
13 KiB
Rust

// Each `Once` has one word of atomic state, and this state is CAS'd on to
// determine what to do. There are four possible state of a `Once`:
//
// * Incomplete - no initialization has run yet, and no thread is currently
// using the Once.
// * Poisoned - some thread has previously attempted to initialize the Once, but
// it panicked, so the Once is now poisoned. There are no other
// threads currently accessing this Once.
// * Running - some thread is currently attempting to run initialization. It may
// succeed, so all future threads need to wait for it to finish.
// Note that this state is accompanied with a payload, described
// below.
// * Complete - initialization has completed and all future calls should finish
// immediately.
//
// With 4 states we need 2 bits to encode this, and we use the remaining bits
// in the word we have allocated as a queue of threads waiting for the thread
// responsible for entering the RUNNING state. This queue is just a linked list
// of Waiter nodes which is monotonically increasing in size. Each node is
// allocated on the stack, and whenever the running closure finishes it will
// consume the entire queue and notify all waiters they should try again.
//
// You'll find a few more details in the implementation, but that's the gist of
// it!
//
// Futex orderings:
// When running `Once` we deal with multiple atomics:
// `Once.state_and_queue` and an unknown number of `Waiter.signaled`.
// * `state_and_queue` is used (1) as a state flag, (2) for synchronizing the
// result of the `Once`, and (3) for synchronizing `Waiter` nodes.
// - At the end of the `call` function we have to make sure the result
// of the `Once` is acquired. So every load which can be the only one to
// load COMPLETED must have at least acquire ordering, which means all
// three of them.
// - `WaiterQueue::drop` is the only place that may store COMPLETED, and
// must do so with release ordering to make the result available.
// - `wait` inserts `Waiter` nodes as a pointer in `state_and_queue`, and
// needs to make the nodes available with release ordering. The load in
// its `compare_exchange` can be relaxed because it only has to compare
// the atomic, not to read other data.
// - `WaiterQueue::drop` must see the `Waiter` nodes, so it must load
// `state_and_queue` with acquire ordering.
// - There is just one store where `state_and_queue` is used only as a
// state flag, without having to synchronize data: switching the state
// from INCOMPLETE to RUNNING in `call`. This store can be Relaxed,
// but the read has to be Acquire because of the requirements mentioned
// above.
// * `Waiter.signaled` is both used as a flag, and to protect a field with
// interior mutability in `Waiter`. `Waiter.thread` is changed in
// `WaiterQueue::drop` which then sets `signaled` with release ordering.
// After `wait` loads `signaled` with acquire ordering and sees it is true,
// it needs to see the changes to drop the `Waiter` struct correctly.
// * There is one place where the two atomics `Once.state_and_queue` and
// `Waiter.signaled` come together, and might be reordered by the compiler or
// processor. Because both use acquire ordering such a reordering is not
// allowed, so no need for `SeqCst`.
use crate::cell::Cell;
use crate::sync::atomic::Ordering::{AcqRel, Acquire, Release};
use crate::sync::atomic::{AtomicBool, AtomicPtr};
use crate::sync::poison::once::ExclusiveState;
use crate::thread::{self, Thread};
use crate::{fmt, ptr, sync as public};
type StateAndQueue = *mut ();
pub struct Once {
state_and_queue: AtomicPtr<()>,
}
pub struct OnceState {
poisoned: bool,
set_state_on_drop_to: Cell<StateAndQueue>,
}
// Four states that a Once can be in, encoded into the lower bits of
// `state_and_queue` in the Once structure.
const INCOMPLETE: usize = 0x0;
const POISONED: usize = 0x1;
const RUNNING: usize = 0x2;
const COMPLETE: usize = 0x3;
// Mask to learn about the state. All other bits are the queue of waiters if
// this is in the RUNNING state.
const STATE_MASK: usize = 0b11;
const QUEUE_MASK: usize = !STATE_MASK;
// Representation of a node in the linked list of waiters, used while in the
// RUNNING state.
// Note: `Waiter` can't hold a mutable pointer to the next thread, because then
// `wait` would both hand out a mutable reference to its `Waiter` node, and keep
// a shared reference to check `signaled`. Instead we hold shared references and
// use interior mutability.
#[repr(align(4))] // Ensure the two lower bits are free to use as state bits.
struct Waiter {
thread: Thread,
signaled: AtomicBool,
next: Cell<*const Waiter>,
}
// Head of a linked list of waiters.
// Every node is a struct on the stack of a waiting thread.
// Will wake up the waiters when it gets dropped, i.e. also on panic.
struct WaiterQueue<'a> {
state_and_queue: &'a AtomicPtr<()>,
set_state_on_drop_to: StateAndQueue,
}
fn to_queue(current: StateAndQueue) -> *const Waiter {
current.mask(QUEUE_MASK).cast()
}
fn to_state(current: StateAndQueue) -> usize {
current.addr() & STATE_MASK
}
impl Once {
#[inline]
pub const fn new() -> Once {
Once { state_and_queue: AtomicPtr::new(ptr::without_provenance_mut(INCOMPLETE)) }
}
#[inline]
pub fn is_completed(&self) -> bool {
// An `Acquire` load is enough because that makes all the initialization
// operations visible to us, and, this being a fast path, weaker
// ordering helps with performance. This `Acquire` synchronizes with
// `Release` operations on the slow path.
self.state_and_queue.load(Acquire).addr() == COMPLETE
}
#[inline]
pub(crate) fn state(&mut self) -> ExclusiveState {
match self.state_and_queue.get_mut().addr() {
INCOMPLETE => ExclusiveState::Incomplete,
POISONED => ExclusiveState::Poisoned,
COMPLETE => ExclusiveState::Complete,
_ => unreachable!("invalid Once state"),
}
}
#[inline]
pub(crate) fn set_state(&mut self, new_state: ExclusiveState) {
*self.state_and_queue.get_mut() = match new_state {
ExclusiveState::Incomplete => ptr::without_provenance_mut(INCOMPLETE),
ExclusiveState::Poisoned => ptr::without_provenance_mut(POISONED),
ExclusiveState::Complete => ptr::without_provenance_mut(COMPLETE),
};
}
#[cold]
#[track_caller]
pub fn wait(&self, ignore_poisoning: bool) {
let mut current = self.state_and_queue.load(Acquire);
loop {
let state = to_state(current);
match state {
COMPLETE => return,
POISONED if !ignore_poisoning => {
// Panic to propagate the poison.
panic!("Once instance has previously been poisoned");
}
_ => {
current = wait(&self.state_and_queue, current, !ignore_poisoning);
}
}
}
}
// This is a non-generic function to reduce the monomorphization cost of
// using `call_once` (this isn't exactly a trivial or small implementation).
//
// Additionally, this is tagged with `#[cold]` as it should indeed be cold
// and it helps let LLVM know that calls to this function should be off the
// fast path. Essentially, this should help generate more straight line code
// in LLVM.
//
// Finally, this takes an `FnMut` instead of a `FnOnce` because there's
// currently no way to take an `FnOnce` and call it via virtual dispatch
// without some allocation overhead.
#[cold]
#[track_caller]
pub fn call(&self, ignore_poisoning: bool, init: &mut dyn FnMut(&public::OnceState)) {
let mut current = self.state_and_queue.load(Acquire);
loop {
let state = to_state(current);
match state {
COMPLETE => break,
POISONED if !ignore_poisoning => {
// Panic to propagate the poison.
panic!("Once instance has previously been poisoned");
}
POISONED | INCOMPLETE => {
// Try to register this thread as the one RUNNING.
if let Err(new) = self.state_and_queue.compare_exchange_weak(
current,
current.mask(QUEUE_MASK).wrapping_byte_add(RUNNING),
Acquire,
Acquire,
) {
current = new;
continue;
}
// `waiter_queue` will manage other waiting threads, and
// wake them up on drop.
let mut waiter_queue = WaiterQueue {
state_and_queue: &self.state_and_queue,
set_state_on_drop_to: ptr::without_provenance_mut(POISONED),
};
// Run the initialization function, letting it know if we're
// poisoned or not.
let init_state = public::OnceState {
inner: OnceState {
poisoned: state == POISONED,
set_state_on_drop_to: Cell::new(ptr::without_provenance_mut(COMPLETE)),
},
};
init(&init_state);
waiter_queue.set_state_on_drop_to = init_state.inner.set_state_on_drop_to.get();
return;
}
_ => {
// All other values must be RUNNING with possibly a
// pointer to the waiter queue in the more significant bits.
assert!(state == RUNNING);
current = wait(&self.state_and_queue, current, true);
}
}
}
}
}
fn wait(
state_and_queue: &AtomicPtr<()>,
mut current: StateAndQueue,
return_on_poisoned: bool,
) -> StateAndQueue {
let node = &Waiter {
thread: thread::current_or_unnamed(),
signaled: AtomicBool::new(false),
next: Cell::new(ptr::null()),
};
loop {
let state = to_state(current);
let queue = to_queue(current);
// If initialization has finished, return.
if state == COMPLETE || (return_on_poisoned && state == POISONED) {
return current;
}
// Update the node for our current thread.
node.next.set(queue);
// Try to slide in the node at the head of the linked list, making sure
// that another thread didn't just replace the head of the linked list.
if let Err(new) = state_and_queue.compare_exchange_weak(
current,
ptr::from_ref(node).wrapping_byte_add(state) as StateAndQueue,
Release,
Acquire,
) {
current = new;
continue;
}
// We have enqueued ourselves, now lets wait.
// It is important not to return before being signaled, otherwise we
// would drop our `Waiter` node and leave a hole in the linked list
// (and a dangling reference). Guard against spurious wakeups by
// reparking ourselves until we are signaled.
while !node.signaled.load(Acquire) {
// If the managing thread happens to signal and unpark us before we
// can park ourselves, the result could be this thread never gets
// unparked. Luckily `park` comes with the guarantee that if it got
// an `unpark` just before on an unparked thread it does not park.
// SAFETY: we retrieved this handle on the current thread above.
unsafe { node.thread.park() }
}
return state_and_queue.load(Acquire);
}
}
#[stable(feature = "std_debug", since = "1.16.0")]
impl fmt::Debug for Once {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("Once").finish_non_exhaustive()
}
}
impl Drop for WaiterQueue<'_> {
fn drop(&mut self) {
// Swap out our state with however we finished.
let current = self.state_and_queue.swap(self.set_state_on_drop_to, AcqRel);
// We should only ever see an old state which was RUNNING.
assert_eq!(current.addr() & STATE_MASK, RUNNING);
// Walk the entire linked list of waiters and wake them up (in lifo
// order, last to register is first to wake up).
unsafe {
// Right after setting `node.signaled = true` the other thread may
// free `node` if there happens to be has a spurious wakeup.
// So we have to take out the `thread` field and copy the pointer to
// `next` first.
let mut queue = to_queue(current);
while !queue.is_null() {
let next = (*queue).next.get();
let thread = (*queue).thread.clone();
(*queue).signaled.store(true, Release);
thread.unpark();
queue = next;
}
}
}
}
impl OnceState {
#[inline]
pub fn is_poisoned(&self) -> bool {
self.poisoned
}
#[inline]
pub fn poison(&self) {
self.set_state_on_drop_to.set(ptr::without_provenance_mut(POISONED));
}
}