阅读目录:
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。
在操作系统及net框架层,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,让使用者根据需求自行判断。
来看下我们自己简单实现的自旋锁:
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。
SpinLock是net4.0后Net提供的自旋锁类库,内部做了优化。
简单看下实例:
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
new SpinLock(false) 这个构造函数主要用来检查死锁用,true是开启。
在开启状态下,一旦发生死锁会直接抛异常的。
SpinLock实现的部分源码:
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.SpinWai
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