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