716 lines
24 KiB
C++
716 lines
24 KiB
C++
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// Multi-threaded tests of ConditionVariable class.
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#include <time.h>
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#include <algorithm>
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#include <vector>
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#include "base/logging.h"
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#include "base/memory/scoped_ptr.h"
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#include "base/synchronization/condition_variable.h"
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#include "base/synchronization/lock.h"
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#include "base/synchronization/spin_wait.h"
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#include "base/threading/platform_thread.h"
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#include "base/threading/thread_collision_warner.h"
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#include "base/time/time.h"
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#include "testing/gtest/include/gtest/gtest.h"
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#include "testing/platform_test.h"
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namespace base {
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namespace {
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//------------------------------------------------------------------------------
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// Define our test class, with several common variables.
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//------------------------------------------------------------------------------
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class ConditionVariableTest : public PlatformTest {
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public:
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const TimeDelta kZeroMs;
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const TimeDelta kTenMs;
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const TimeDelta kThirtyMs;
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const TimeDelta kFortyFiveMs;
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const TimeDelta kSixtyMs;
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const TimeDelta kOneHundredMs;
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ConditionVariableTest()
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: kZeroMs(TimeDelta::FromMilliseconds(0)),
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kTenMs(TimeDelta::FromMilliseconds(10)),
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kThirtyMs(TimeDelta::FromMilliseconds(30)),
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kFortyFiveMs(TimeDelta::FromMilliseconds(45)),
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kSixtyMs(TimeDelta::FromMilliseconds(60)),
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kOneHundredMs(TimeDelta::FromMilliseconds(100)) {
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}
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};
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//------------------------------------------------------------------------------
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// Define a class that will control activities an several multi-threaded tests.
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// The general structure of multi-threaded tests is that a test case will
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// construct an instance of a WorkQueue. The WorkQueue will spin up some
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// threads and control them throughout their lifetime, as well as maintaining
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// a central repository of the work thread's activity. Finally, the WorkQueue
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// will command the the worker threads to terminate. At that point, the test
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// cases will validate that the WorkQueue has records showing that the desired
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// activities were performed.
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//------------------------------------------------------------------------------
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// Callers are responsible for synchronizing access to the following class.
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// The WorkQueue::lock_, as accessed via WorkQueue::lock(), should be used for
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// all synchronized access.
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class WorkQueue : public PlatformThread::Delegate {
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public:
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explicit WorkQueue(int thread_count);
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virtual ~WorkQueue();
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// PlatformThread::Delegate interface.
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virtual void ThreadMain() OVERRIDE;
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//----------------------------------------------------------------------------
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// Worker threads only call the following methods.
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// They should use the lock to get exclusive access.
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int GetThreadId(); // Get an ID assigned to a thread..
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bool EveryIdWasAllocated() const; // Indicates that all IDs were handed out.
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TimeDelta GetAnAssignment(int thread_id); // Get a work task duration.
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void WorkIsCompleted(int thread_id);
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int task_count() const;
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bool allow_help_requests() const; // Workers can signal more workers.
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bool shutdown() const; // Check if shutdown has been requested.
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void thread_shutting_down();
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//----------------------------------------------------------------------------
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// Worker threads can call them but not needed to acquire a lock.
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Lock* lock();
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ConditionVariable* work_is_available();
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ConditionVariable* all_threads_have_ids();
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ConditionVariable* no_more_tasks();
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//----------------------------------------------------------------------------
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// The rest of the methods are for use by the controlling master thread (the
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// test case code).
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void ResetHistory();
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int GetMinCompletionsByWorkerThread() const;
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int GetMaxCompletionsByWorkerThread() const;
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int GetNumThreadsTakingAssignments() const;
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int GetNumThreadsCompletingTasks() const;
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int GetNumberOfCompletedTasks() const;
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TimeDelta GetWorkTime() const;
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void SetWorkTime(TimeDelta delay);
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void SetTaskCount(int count);
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void SetAllowHelp(bool allow);
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// The following must be called without locking, and will spin wait until the
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// threads are all in a wait state.
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void SpinUntilAllThreadsAreWaiting();
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void SpinUntilTaskCountLessThan(int task_count);
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// Caller must acquire lock before calling.
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void SetShutdown();
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// Compares the |shutdown_task_count_| to the |thread_count| and returns true
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// if they are equal. This check will acquire the |lock_| so the caller
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// should not hold the lock when calling this method.
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bool ThreadSafeCheckShutdown(int thread_count);
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private:
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// Both worker threads and controller use the following to synchronize.
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Lock lock_;
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ConditionVariable work_is_available_; // To tell threads there is work.
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// Conditions to notify the controlling process (if it is interested).
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ConditionVariable all_threads_have_ids_; // All threads are running.
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ConditionVariable no_more_tasks_; // Task count is zero.
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const int thread_count_;
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int waiting_thread_count_;
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scoped_ptr<PlatformThreadHandle[]> thread_handles_;
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std::vector<int> assignment_history_; // Number of assignment per worker.
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std::vector<int> completion_history_; // Number of completions per worker.
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int thread_started_counter_; // Used to issue unique id to workers.
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int shutdown_task_count_; // Number of tasks told to shutdown
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int task_count_; // Number of assignment tasks waiting to be processed.
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TimeDelta worker_delay_; // Time each task takes to complete.
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bool allow_help_requests_; // Workers can signal more workers.
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bool shutdown_; // Set when threads need to terminate.
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DFAKE_MUTEX(locked_methods_);
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};
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//------------------------------------------------------------------------------
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// The next section contains the actual tests.
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//------------------------------------------------------------------------------
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TEST_F(ConditionVariableTest, StartupShutdownTest) {
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Lock lock;
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// First try trivial startup/shutdown.
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{
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ConditionVariable cv1(&lock);
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} // Call for cv1 destruction.
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// Exercise with at least a few waits.
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ConditionVariable cv(&lock);
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lock.Acquire();
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cv.TimedWait(kTenMs); // Wait for 10 ms.
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cv.TimedWait(kTenMs); // Wait for 10 ms.
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lock.Release();
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lock.Acquire();
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cv.TimedWait(kTenMs); // Wait for 10 ms.
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cv.TimedWait(kTenMs); // Wait for 10 ms.
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cv.TimedWait(kTenMs); // Wait for 10 ms.
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lock.Release();
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} // Call for cv destruction.
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TEST_F(ConditionVariableTest, TimeoutTest) {
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Lock lock;
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ConditionVariable cv(&lock);
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lock.Acquire();
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TimeTicks start = TimeTicks::Now();
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const TimeDelta WAIT_TIME = TimeDelta::FromMilliseconds(300);
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// Allow for clocking rate granularity.
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const TimeDelta FUDGE_TIME = TimeDelta::FromMilliseconds(50);
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cv.TimedWait(WAIT_TIME + FUDGE_TIME);
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TimeDelta duration = TimeTicks::Now() - start;
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// We can't use EXPECT_GE here as the TimeDelta class does not support the
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// required stream conversion.
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EXPECT_TRUE(duration >= WAIT_TIME);
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lock.Release();
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}
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// Suddenly got flaky on Win, see http://crbug.com/10607 (starting at
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// comment #15)
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#if defined(OS_WIN)
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#define MAYBE_MultiThreadConsumerTest DISABLED_MultiThreadConsumerTest
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#else
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#define MAYBE_MultiThreadConsumerTest MultiThreadConsumerTest
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#endif
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// Test serial task servicing, as well as two parallel task servicing methods.
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TEST_F(ConditionVariableTest, MAYBE_MultiThreadConsumerTest) {
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const int kThreadCount = 10;
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WorkQueue queue(kThreadCount); // Start the threads.
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const int kTaskCount = 10; // Number of tasks in each mini-test here.
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Time start_time; // Used to time task processing.
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{
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base::AutoLock auto_lock(*queue.lock());
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while (!queue.EveryIdWasAllocated())
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queue.all_threads_have_ids()->Wait();
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}
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// If threads aren't in a wait state, they may start to gobble up tasks in
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// parallel, short-circuiting (breaking) this test.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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// Since we have no tasks yet, all threads should be waiting by now.
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(0, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(0, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(0, queue.GetMaxCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetNumberOfCompletedTasks());
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// Set up to make each task include getting help from another worker, so
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// so that the work gets done in paralell.
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queue.ResetHistory();
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queue.SetTaskCount(kTaskCount);
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queue.SetWorkTime(kThirtyMs);
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queue.SetAllowHelp(true);
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start_time = Time::Now();
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}
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queue.work_is_available()->Signal(); // But each worker can signal another.
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// Wait till we at least start to handle tasks (and we're not all waiting).
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queue.SpinUntilTaskCountLessThan(kTaskCount);
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// Wait to allow the all workers to get done.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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// Wait until all work tasks have at least been assigned.
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base::AutoLock auto_lock(*queue.lock());
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while (queue.task_count())
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queue.no_more_tasks()->Wait();
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// To avoid racy assumptions, we'll just assert that at least 2 threads
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// did work. We know that the first worker should have gone to sleep, and
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// hence a second worker should have gotten an assignment.
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EXPECT_LE(2, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(kTaskCount, queue.GetNumberOfCompletedTasks());
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// Try to ask all workers to help, and only a few will do the work.
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queue.ResetHistory();
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queue.SetTaskCount(3);
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queue.SetWorkTime(kThirtyMs);
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queue.SetAllowHelp(false);
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}
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queue.work_is_available()->Broadcast(); // Make them all try.
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// Wait till we at least start to handle tasks (and we're not all waiting).
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queue.SpinUntilTaskCountLessThan(3);
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// Wait to allow the 3 workers to get done.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(3, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(3, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(1, queue.GetMaxCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
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EXPECT_EQ(3, queue.GetNumberOfCompletedTasks());
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// Set up to make each task get help from another worker.
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queue.ResetHistory();
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queue.SetTaskCount(3);
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queue.SetWorkTime(kThirtyMs);
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queue.SetAllowHelp(true); // Allow (unnecessary) help requests.
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}
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queue.work_is_available()->Broadcast(); // Signal all threads.
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// Wait till we at least start to handle tasks (and we're not all waiting).
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queue.SpinUntilTaskCountLessThan(3);
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// Wait to allow the 3 workers to get done.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(3, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(3, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(1, queue.GetMaxCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
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EXPECT_EQ(3, queue.GetNumberOfCompletedTasks());
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// Set up to make each task get help from another worker.
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queue.ResetHistory();
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queue.SetTaskCount(20); // 2 tasks per thread.
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queue.SetWorkTime(kThirtyMs);
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queue.SetAllowHelp(true);
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}
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queue.work_is_available()->Signal(); // But each worker can signal another.
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// Wait till we at least start to handle tasks (and we're not all waiting).
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queue.SpinUntilTaskCountLessThan(20);
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// Wait to allow the 10 workers to get done.
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queue.SpinUntilAllThreadsAreWaiting(); // Should take about 60 ms.
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{
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(10, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(10, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(20, queue.GetNumberOfCompletedTasks());
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// Same as last test, but with Broadcast().
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queue.ResetHistory();
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queue.SetTaskCount(20); // 2 tasks per thread.
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queue.SetWorkTime(kThirtyMs);
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queue.SetAllowHelp(true);
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}
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queue.work_is_available()->Broadcast();
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// Wait till we at least start to handle tasks (and we're not all waiting).
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queue.SpinUntilTaskCountLessThan(20);
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// Wait to allow the 10 workers to get done.
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queue.SpinUntilAllThreadsAreWaiting(); // Should take about 60 ms.
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{
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(10, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(10, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(20, queue.GetNumberOfCompletedTasks());
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queue.SetShutdown();
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}
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queue.work_is_available()->Broadcast(); // Force check for shutdown.
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SPIN_FOR_TIMEDELTA_OR_UNTIL_TRUE(TimeDelta::FromMinutes(1),
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queue.ThreadSafeCheckShutdown(kThreadCount));
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}
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TEST_F(ConditionVariableTest, LargeFastTaskTest) {
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const int kThreadCount = 200;
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WorkQueue queue(kThreadCount); // Start the threads.
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Lock private_lock; // Used locally for master to wait.
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base::AutoLock private_held_lock(private_lock);
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ConditionVariable private_cv(&private_lock);
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{
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base::AutoLock auto_lock(*queue.lock());
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while (!queue.EveryIdWasAllocated())
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queue.all_threads_have_ids()->Wait();
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}
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// Wait a bit more to allow threads to reach their wait state.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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// Since we have no tasks, all threads should be waiting by now.
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(0, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(0, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_EQ(0, queue.GetMaxCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
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EXPECT_EQ(0, queue.GetNumberOfCompletedTasks());
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// Set up to make all workers do (an average of) 20 tasks.
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queue.ResetHistory();
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queue.SetTaskCount(20 * kThreadCount);
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queue.SetWorkTime(kFortyFiveMs);
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queue.SetAllowHelp(false);
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}
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queue.work_is_available()->Broadcast(); // Start up all threads.
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// Wait until we've handed out all tasks.
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{
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base::AutoLock auto_lock(*queue.lock());
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while (queue.task_count() != 0)
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queue.no_more_tasks()->Wait();
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}
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// Wait till the last of the tasks complete.
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queue.SpinUntilAllThreadsAreWaiting();
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{
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// With Broadcast(), every thread should have participated.
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// but with racing.. they may not all have done equal numbers of tasks.
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base::AutoLock auto_lock(*queue.lock());
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EXPECT_EQ(kThreadCount, queue.GetNumThreadsTakingAssignments());
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EXPECT_EQ(kThreadCount, queue.GetNumThreadsCompletingTasks());
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EXPECT_EQ(0, queue.task_count());
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EXPECT_LE(20, queue.GetMaxCompletionsByWorkerThread());
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EXPECT_EQ(20 * kThreadCount, queue.GetNumberOfCompletedTasks());
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// Set up to make all workers do (an average of) 4 tasks.
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queue.ResetHistory();
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queue.SetTaskCount(kThreadCount * 4);
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queue.SetWorkTime(kFortyFiveMs);
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queue.SetAllowHelp(true); // Might outperform Broadcast().
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}
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queue.work_is_available()->Signal(); // Start up one thread.
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// Wait until we've handed out all tasks
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{
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base::AutoLock auto_lock(*queue.lock());
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while (queue.task_count() != 0)
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queue.no_more_tasks()->Wait();
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}
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||
|
// Wait till the last of the tasks complete.
|
||
|
queue.SpinUntilAllThreadsAreWaiting();
|
||
|
|
||
|
{
|
||
|
// With Signal(), every thread should have participated.
|
||
|
// but with racing.. they may not all have done four tasks.
|
||
|
base::AutoLock auto_lock(*queue.lock());
|
||
|
EXPECT_EQ(kThreadCount, queue.GetNumThreadsTakingAssignments());
|
||
|
EXPECT_EQ(kThreadCount, queue.GetNumThreadsCompletingTasks());
|
||
|
EXPECT_EQ(0, queue.task_count());
|
||
|
EXPECT_LE(4, queue.GetMaxCompletionsByWorkerThread());
|
||
|
EXPECT_EQ(4 * kThreadCount, queue.GetNumberOfCompletedTasks());
|
||
|
|
||
|
queue.SetShutdown();
|
||
|
}
|
||
|
queue.work_is_available()->Broadcast(); // Force check for shutdown.
|
||
|
|
||
|
// Wait for shutdowns to complete.
|
||
|
SPIN_FOR_TIMEDELTA_OR_UNTIL_TRUE(TimeDelta::FromMinutes(1),
|
||
|
queue.ThreadSafeCheckShutdown(kThreadCount));
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Finally we provide the implementation for the methods in the WorkQueue class.
|
||
|
//------------------------------------------------------------------------------
|
||
|
|
||
|
WorkQueue::WorkQueue(int thread_count)
|
||
|
: lock_(),
|
||
|
work_is_available_(&lock_),
|
||
|
all_threads_have_ids_(&lock_),
|
||
|
no_more_tasks_(&lock_),
|
||
|
thread_count_(thread_count),
|
||
|
waiting_thread_count_(0),
|
||
|
thread_handles_(new PlatformThreadHandle[thread_count]),
|
||
|
assignment_history_(thread_count),
|
||
|
completion_history_(thread_count),
|
||
|
thread_started_counter_(0),
|
||
|
shutdown_task_count_(0),
|
||
|
task_count_(0),
|
||
|
allow_help_requests_(false),
|
||
|
shutdown_(false) {
|
||
|
EXPECT_GE(thread_count_, 1);
|
||
|
ResetHistory();
|
||
|
SetTaskCount(0);
|
||
|
SetWorkTime(TimeDelta::FromMilliseconds(30));
|
||
|
|
||
|
for (int i = 0; i < thread_count_; ++i) {
|
||
|
PlatformThreadHandle pth;
|
||
|
EXPECT_TRUE(PlatformThread::Create(0, this, &pth));
|
||
|
thread_handles_[i] = pth;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WorkQueue::~WorkQueue() {
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
SetShutdown();
|
||
|
}
|
||
|
work_is_available_.Broadcast(); // Tell them all to terminate.
|
||
|
|
||
|
for (int i = 0; i < thread_count_; ++i) {
|
||
|
PlatformThread::Join(thread_handles_[i]);
|
||
|
}
|
||
|
EXPECT_EQ(0, waiting_thread_count_);
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetThreadId() {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
DCHECK(!EveryIdWasAllocated());
|
||
|
return thread_started_counter_++; // Give out Unique IDs.
|
||
|
}
|
||
|
|
||
|
bool WorkQueue::EveryIdWasAllocated() const {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
return thread_count_ == thread_started_counter_;
|
||
|
}
|
||
|
|
||
|
TimeDelta WorkQueue::GetAnAssignment(int thread_id) {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
DCHECK_LT(0, task_count_);
|
||
|
assignment_history_[thread_id]++;
|
||
|
if (0 == --task_count_) {
|
||
|
no_more_tasks_.Signal();
|
||
|
}
|
||
|
return worker_delay_;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::WorkIsCompleted(int thread_id) {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
completion_history_[thread_id]++;
|
||
|
}
|
||
|
|
||
|
int WorkQueue::task_count() const {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
return task_count_;
|
||
|
}
|
||
|
|
||
|
bool WorkQueue::allow_help_requests() const {
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
return allow_help_requests_;
|
||
|
}
|
||
|
|
||
|
bool WorkQueue::shutdown() const {
|
||
|
lock_.AssertAcquired();
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
return shutdown_;
|
||
|
}
|
||
|
|
||
|
// Because this method is called from the test's main thread we need to actually
|
||
|
// take the lock. Threads will call the thread_shutting_down() method with the
|
||
|
// lock already acquired.
|
||
|
bool WorkQueue::ThreadSafeCheckShutdown(int thread_count) {
|
||
|
bool all_shutdown;
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
{
|
||
|
// Declare in scope so DFAKE is guranteed to be destroyed before AutoLock.
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
all_shutdown = (shutdown_task_count_ == thread_count);
|
||
|
}
|
||
|
return all_shutdown;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::thread_shutting_down() {
|
||
|
lock_.AssertAcquired();
|
||
|
DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
|
||
|
shutdown_task_count_++;
|
||
|
}
|
||
|
|
||
|
Lock* WorkQueue::lock() {
|
||
|
return &lock_;
|
||
|
}
|
||
|
|
||
|
ConditionVariable* WorkQueue::work_is_available() {
|
||
|
return &work_is_available_;
|
||
|
}
|
||
|
|
||
|
ConditionVariable* WorkQueue::all_threads_have_ids() {
|
||
|
return &all_threads_have_ids_;
|
||
|
}
|
||
|
|
||
|
ConditionVariable* WorkQueue::no_more_tasks() {
|
||
|
return &no_more_tasks_;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::ResetHistory() {
|
||
|
for (int i = 0; i < thread_count_; ++i) {
|
||
|
assignment_history_[i] = 0;
|
||
|
completion_history_[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetMinCompletionsByWorkerThread() const {
|
||
|
int minumum = completion_history_[0];
|
||
|
for (int i = 0; i < thread_count_; ++i)
|
||
|
minumum = std::min(minumum, completion_history_[i]);
|
||
|
return minumum;
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetMaxCompletionsByWorkerThread() const {
|
||
|
int maximum = completion_history_[0];
|
||
|
for (int i = 0; i < thread_count_; ++i)
|
||
|
maximum = std::max(maximum, completion_history_[i]);
|
||
|
return maximum;
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetNumThreadsTakingAssignments() const {
|
||
|
int count = 0;
|
||
|
for (int i = 0; i < thread_count_; ++i)
|
||
|
if (assignment_history_[i])
|
||
|
count++;
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetNumThreadsCompletingTasks() const {
|
||
|
int count = 0;
|
||
|
for (int i = 0; i < thread_count_; ++i)
|
||
|
if (completion_history_[i])
|
||
|
count++;
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
int WorkQueue::GetNumberOfCompletedTasks() const {
|
||
|
int total = 0;
|
||
|
for (int i = 0; i < thread_count_; ++i)
|
||
|
total += completion_history_[i];
|
||
|
return total;
|
||
|
}
|
||
|
|
||
|
TimeDelta WorkQueue::GetWorkTime() const {
|
||
|
return worker_delay_;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SetWorkTime(TimeDelta delay) {
|
||
|
worker_delay_ = delay;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SetTaskCount(int count) {
|
||
|
task_count_ = count;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SetAllowHelp(bool allow) {
|
||
|
allow_help_requests_ = allow;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SetShutdown() {
|
||
|
lock_.AssertAcquired();
|
||
|
shutdown_ = true;
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SpinUntilAllThreadsAreWaiting() {
|
||
|
while (true) {
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
if (waiting_thread_count_ == thread_count_)
|
||
|
break;
|
||
|
}
|
||
|
PlatformThread::Sleep(TimeDelta::FromMilliseconds(30));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WorkQueue::SpinUntilTaskCountLessThan(int task_count) {
|
||
|
while (true) {
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
if (task_count_ < task_count)
|
||
|
break;
|
||
|
}
|
||
|
PlatformThread::Sleep(TimeDelta::FromMilliseconds(30));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Define the standard worker task. Several tests will spin out many of these
|
||
|
// threads.
|
||
|
//------------------------------------------------------------------------------
|
||
|
|
||
|
// The multithread tests involve several threads with a task to perform as
|
||
|
// directed by an instance of the class WorkQueue.
|
||
|
// The task is to:
|
||
|
// a) Check to see if there are more tasks (there is a task counter).
|
||
|
// a1) Wait on condition variable if there are no tasks currently.
|
||
|
// b) Call a function to see what should be done.
|
||
|
// c) Do some computation based on the number of milliseconds returned in (b).
|
||
|
// d) go back to (a).
|
||
|
|
||
|
// WorkQueue::ThreadMain() implements the above task for all threads.
|
||
|
// It calls the controlling object to tell the creator about progress, and to
|
||
|
// ask about tasks.
|
||
|
|
||
|
void WorkQueue::ThreadMain() {
|
||
|
int thread_id;
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
thread_id = GetThreadId();
|
||
|
if (EveryIdWasAllocated())
|
||
|
all_threads_have_ids()->Signal(); // Tell creator we're ready.
|
||
|
}
|
||
|
|
||
|
Lock private_lock; // Used to waste time on "our work".
|
||
|
while (1) { // This is the main consumer loop.
|
||
|
TimeDelta work_time;
|
||
|
bool could_use_help;
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
while (0 == task_count() && !shutdown()) {
|
||
|
++waiting_thread_count_;
|
||
|
work_is_available()->Wait();
|
||
|
--waiting_thread_count_;
|
||
|
}
|
||
|
if (shutdown()) {
|
||
|
// Ack the notification of a shutdown message back to the controller.
|
||
|
thread_shutting_down();
|
||
|
return; // Terminate.
|
||
|
}
|
||
|
// Get our task duration from the queue.
|
||
|
work_time = GetAnAssignment(thread_id);
|
||
|
could_use_help = (task_count() > 0) && allow_help_requests();
|
||
|
} // Release lock
|
||
|
|
||
|
// Do work (outside of locked region.
|
||
|
if (could_use_help)
|
||
|
work_is_available()->Signal(); // Get help from other threads.
|
||
|
|
||
|
if (work_time > TimeDelta::FromMilliseconds(0)) {
|
||
|
// We could just sleep(), but we'll instead further exercise the
|
||
|
// condition variable class, and do a timed wait.
|
||
|
base::AutoLock auto_lock(private_lock);
|
||
|
ConditionVariable private_cv(&private_lock);
|
||
|
private_cv.TimedWait(work_time); // Unsynchronized waiting.
|
||
|
}
|
||
|
|
||
|
{
|
||
|
base::AutoLock auto_lock(lock_);
|
||
|
// Send notification that we completed our "work."
|
||
|
WorkIsCompleted(thread_id);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // namespace
|
||
|
|
||
|
} // namespace base
|