3c1f479b9d
Former-commit-id: 806294f5ded97629b74c85c09952f2a74fe182d9
427 lines
10 KiB
C#
427 lines
10 KiB
C#
// ConcurrentSkipList.cs
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//
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// Copyright (c) 2008 Jérémie "Garuma" Laval
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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//
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using System;
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using System.Threading;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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namespace Mono.Collections.Concurrent
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{
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public class ConcurrentSkipList<T> : ICollection<T>, IEnumerable<T>
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{
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// Used for randomSeed
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[ThreadStatic]
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static Random r;
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// Used in FindNodes and thus most others methods
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// avoid heavy local array creation at each method call and use
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// for thread locallity ThreadStatic attribute
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[ThreadStatic]
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static Node[] precedents;
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[ThreadStatic]
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static Node[] succedings;
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[ThreadStatic]
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static bool[] takenLocks;
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int count = 0;
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class Node
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{
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public readonly int Key;
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public T Value;
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public readonly int TopLayer;
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public readonly Node[] Nexts;
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public volatile bool Marked;
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public volatile bool FullyLinked;
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public SpinLock Lock;
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public Node (int key, T value, int heightValue)
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{
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Key = key;
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Value = value;
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TopLayer = heightValue;
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Nexts = new Node [heightValue + 1];
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Lock = new SpinLock (true);
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Marked = FullyLinked = false;
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}
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}
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Node leftSentinel;
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Node rightSentinel;
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const int MaxHeight = 200;
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uint randomSeed;
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IEqualityComparer<T> comparer;
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public ConcurrentSkipList () : this (EqualityComparer<T>.Default)
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{
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}
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public ConcurrentSkipList (IEqualityComparer<T> comparer)
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{
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if (comparer == null)
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throw new ArgumentNullException ("comparer");
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this.comparer = comparer;
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Init ();
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}
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void Init ()
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{
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var left = new Node (int.MinValue, default (T), MaxHeight);
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var right = new Node (int.MaxValue, default (T), MaxHeight);
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for (int i = 0; i < MaxHeight; i++) {
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left.Nexts [i] = right;
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}
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// The or ensures that randomSeed != 0
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randomSeed = ((uint)System.Math.Abs (Next())) | 0x0100;
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leftSentinel = left;
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rightSentinel = right;
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}
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public bool TryAdd (T value)
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{
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if (value == null)
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throw new ArgumentNullException ("value");
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CleanArrays ();
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int topLayer = GetRandomLevel ();
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int v = comparer.GetHashCode (value);
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while (true) {
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int found = FindNode (v, precedents, succedings);
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if (found != -1) {
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// A node with the same key already exists
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Node nodeFound = succedings [found];
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if (!nodeFound.Marked) {
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SpinWait sw = new SpinWait ();
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while (!nodeFound.FullyLinked)
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sw.SpinOnce ();
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return false;
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}
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continue;
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}
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int highestLocked = -1;
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try {
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bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
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(layer, pred, succ) => !pred.Marked && !succ.Marked && pred.Nexts [layer] == succ);
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if (!valid)
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continue;
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Node newNode = new Node (v, value, topLayer);
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for (int layer = 0; layer <= topLayer; layer++) {
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newNode.Nexts [layer] = succedings [layer];
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precedents [layer].Nexts [layer] = newNode;
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}
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newNode.FullyLinked = true;
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} finally {
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Unlock (precedents, takenLocks, highestLocked);
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}
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Interlocked.Increment (ref count);
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return true;
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}
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}
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void ICollection<T>.Add (T item)
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{
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TryAdd (item);
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}
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public T[] ToArray ()
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{
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int countSnapshot = count;
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T[] temp = new T [countSnapshot];
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CopyTo(temp, 0);
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return temp;
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}
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public void CopyTo (T[] array, int startIndex)
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{
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if (array == null)
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throw new ArgumentNullException ("array");
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if (startIndex < 0)
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throw new ArgumentOutOfRangeException ("startIndex");
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if (count > array.Length - startIndex)
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throw new ArgumentException ("array", "The number of elements is greater than the available space from startIndex to the end of the destination array.");
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IEnumerator<T> e = GetInternalEnumerator ();
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for (int i = startIndex; i < array.Length; i++) {
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if (!e.MoveNext ())
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return;
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array [i] = e.Current;
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}
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e.Dispose ();
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}
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public bool Remove (T value)
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{
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if (value == null)
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throw new ArgumentNullException ("value");
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CleanArrays();
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Node toDelete = null;
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bool isMarked = false;
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int topLayer = -1;
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int v = comparer.GetHashCode (value);
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while (true) {
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int found = FindNode (v, precedents, succedings);
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bool taken = false;
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int highestLocked = -1;
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if (isMarked || (found != -1 && OkToDelete (succedings [found], found))) {
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// If not marked then logically delete the node
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try {
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if (!isMarked) {
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toDelete = succedings [found];
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topLayer = toDelete.TopLayer;
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toDelete.Lock.Enter (ref taken);
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// Now that we have the lock, check if the node hasn't already been marked
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if (toDelete.Marked)
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return false;
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toDelete.Marked = true;
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isMarked = true;
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}
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bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
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(layer, pred, succ) => !pred.Marked && pred.Nexts [layer] == succ);
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if (!valid)
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continue;
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for (int layer = topLayer; layer >= 0; layer--)
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precedents [layer].Nexts [layer] = toDelete.Nexts [layer];
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} finally {
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if (taken)
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toDelete.Lock.Exit ();
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Unlock (precedents, takenLocks, highestLocked);
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}
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Interlocked.Decrement (ref count);
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return true;
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} else {
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return false;
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}
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}
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}
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public bool Contains (T value)
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{
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if (value == null)
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throw new ArgumentNullException ("value");
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return ContainsHash (comparer.GetHashCode (value));
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}
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public bool ContainsHash (int hash)
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{
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CleanArrays ();
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int found = FindNode (hash, precedents, succedings);
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return found != -1 && succedings [found].FullyLinked && !succedings [found].Marked;
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}
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public bool TryGetFromHash (int hash, out T value)
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{
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value = default (T);
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CleanArrays ();
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// We are blindly supposing that the hash is correct
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// i.e. I trust myself :-)
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int found = FindNode (hash, precedents, succedings);
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if (found == -1)
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return false;
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bool taken = false;
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Node node = succedings [found];
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try {
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node.Lock.Enter (ref taken);
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if (node.FullyLinked && !node.Marked) {
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value = node.Value;
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return true;
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}
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} finally {
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if (taken)
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node.Lock.Exit ();
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}
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return false;
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}
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public void Clear ()
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{
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Init ();
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}
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public int Count {
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get {
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return count;
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}
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}
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IEnumerator<T> IEnumerable<T>.GetEnumerator ()
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{
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return GetInternalEnumerator ();
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}
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IEnumerator IEnumerable.GetEnumerator ()
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{
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return GetInternalEnumerator ();
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}
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IEnumerator<T> GetInternalEnumerator ()
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{
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Node curr = leftSentinel;
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while ((curr = curr.Nexts [0]) != rightSentinel && curr != null) {
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// If there is an Add operation ongoing we wait a little
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// Possible optimization : use a helping scheme
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SpinWait sw = new SpinWait ();
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while (!curr.FullyLinked)
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sw.SpinOnce ();
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yield return curr.Value;
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}
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}
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bool ICollection<T>.IsReadOnly {
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get {
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return false;
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}
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}
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void Unlock (Node[] preds, bool[] takenLocks, int highestLocked)
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{
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for (int layer = 0; layer <= highestLocked; layer++)
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if (takenLocks [layer])
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preds [layer].Lock.Exit ();
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}
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bool LockNodes (int topLayer, ref int highestLocked, Node[] preds, Node[] succs, Func<int, Node, Node, bool> validityTest)
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{
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Node pred, succ, prevPred = null;
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bool valid = true;
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for (int layer = 0; valid && (layer <= topLayer); layer++) {
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pred = preds [layer];
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succ = succs [layer];
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takenLocks[layer] = false;
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if (pred != prevPred) {
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// Possible optimization : limit topLayer to the first refused lock
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pred.Lock.Enter (ref takenLocks[layer]);
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highestLocked = layer;
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prevPred = pred;
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}
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valid = validityTest (layer, pred, succ);
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}
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return valid;
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}
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int FindNode (int v, Node[] preds, Node[] succs)
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{
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// With preds and succs we record the path we use for searching v
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if (preds.Length != MaxHeight || succs.Length != MaxHeight)
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throw new Exception ("preds or succs don't have the good length");
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int found = -1;
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Node pred = leftSentinel;
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// We start at the higher layer
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for (int layer = MaxHeight - 1; layer >= 0; layer--) {
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Node curr = pred.Nexts [layer];
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// In the current layer we find the best position, then the operation will continue on the
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// layer just beneath
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while (v > curr.Key) {
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pred = curr;
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curr = curr.Nexts [layer];
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}
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if (found == -1 && v == curr.Key)
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found = layer;
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preds [layer] = pred;
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succs [layer] = curr;
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}
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return found;
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}
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bool OkToDelete (Node candidate, int found)
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{
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return candidate.FullyLinked && candidate.TopLayer == found && !candidate.Marked;
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}
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// Taken from Doug Lea's code released in the public domain
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int GetRandomLevel ()
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{
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uint x = randomSeed;
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x ^= x << 13;
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x ^= x >> 17;
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x ^= x << 5;
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randomSeed = x;
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if ((x & 0x80000001) != 0) // test highest and lowest bits
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return 0;
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int level = 1;
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while (((x >>= 1) & 1) != 0) ++level;
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return level;
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}
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void CleanArrays ()
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{
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// If one is null, the others too
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if (succedings == null) {
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succedings = new Node [MaxHeight];
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precedents = new Node [MaxHeight];
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takenLocks = new bool [MaxHeight];
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return;
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}
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// Hopefully these are more optimized than a bare for loop
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// (I suppose it uses memset internally)
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Array.Clear (precedents, 0, precedents.Length);
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Array.Clear (succedings, 0, succedings.Length);
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Array.Clear (takenLocks, 0, takenLocks.Length);
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}
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int Next ()
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{
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if (r == null)
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r = new Random ();
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return r.Next ();
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}
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}
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}
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