Files
adler32
aho_corasick
approx
arrayvec
ascii
backtrace
backtrace_sys
base64
bitflags
brotli2
brotli_sys
bstr
buf_redux
byteorder
bytes
cfg_if
chrono
chunked_transfer
color_quant
cookie
cookie_store
crc32fast
crossbeam_deque
crossbeam_epoch
crossbeam_queue
crossbeam_utils
csv
csv_core
csv_user_import
deflate
diesel
associations
connection
expression
expression_methods
macros
migration
mysql
query_builder
query_dsl
query_source
sql_types
type_impls
types
diesel_derives
diesel_migrations
dirs
dotenv
dtoa
either
encoding_rs
error_chain
failure
failure_derive
filetime
flate2
fnv
foreign_types
foreign_types_shared
futures
futures_cpupool
gif
google_signin
gzip_header
h2
http
http_body
httparse
hyper
hyper_rustls
hyper_tls
idna
image
indexmap
inflate
iovec
itoa
jpeg_decoder
language_tags
lazy_static
libc
lock_api
log
lzw
matches
memchr
memoffset
migrations_internals
migrations_macros
mime
mime_guess
miniz_oxide
mio
multipart
mysqlclient_sys
native_tls
net2
nodrop
num_cpus
num_derive
num_integer
num_iter
num_rational
num_traits
openssl
openssl_probe
openssl_sys
ordered_float
owning_ref
parking_lot
parking_lot_core
percent_encoding
phf
phf_shared
png
proc_macro2
publicsuffix
quick_error
quote
r2d2
rand
rand_chacha
rand_core
rand_hc
rand_isaac
rand_jitter
rand_os
rand_pcg
rand_xorshift
rayon
rayon_core
regex
regex_automata
regex_syntax
remove_dir_all
reqwest
ring
rouille
rustc_demangle
rustls
rusttype
ryu
safemem
scheduled_thread_pool
scoped_threadpool
scopeguard
sct
serde
serde_derive
serde_json
serde_urlencoded
sha1
simplelog
siphasher
slab
smallvec
stable_deref_trait
stb_truetype
string
syn
synom
synstructure
tempdir
term
thread_local
threadpool
tiff
time
tiny_http
tokio
tokio_buf
tokio_current_thread
tokio_executor
tokio_io
tokio_reactor
tokio_sync
tokio_tcp
tokio_threadpool
tokio_timer
traitobject
try_from
try_lock
twoway
typeable
unicase
unicode_bidi
unicode_normalization
unicode_xid
untrusted
url
uuid
want
webdev_lib
webpki
webpki_roots
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
//! Code that decides when workers should go to sleep. See README.md
//! for an overview.

use log::Event::*;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::sync::{Condvar, Mutex};
use std::thread;
use std::usize;

pub(super) struct Sleep {
    state: AtomicUsize,
    data: Mutex<()>,
    tickle: Condvar,
}

const AWAKE: usize = 0;
const SLEEPING: usize = 1;

const ROUNDS_UNTIL_SLEEPY: usize = 32;
const ROUNDS_UNTIL_ASLEEP: usize = 64;

impl Sleep {
    pub(super) fn new() -> Sleep {
        Sleep {
            state: AtomicUsize::new(AWAKE),
            data: Mutex::new(()),
            tickle: Condvar::new(),
        }
    }

    fn anyone_sleeping(&self, state: usize) -> bool {
        state & SLEEPING != 0
    }

    fn any_worker_is_sleepy(&self, state: usize) -> bool {
        (state >> 1) != 0
    }

    fn worker_is_sleepy(&self, state: usize, worker_index: usize) -> bool {
        (state >> 1) == (worker_index + 1)
    }

    fn with_sleepy_worker(&self, state: usize, worker_index: usize) -> usize {
        debug_assert!(state == AWAKE || state == SLEEPING);
        ((worker_index + 1) << 1) + state
    }

    #[inline]
    pub(super) fn work_found(&self, worker_index: usize, yields: usize) -> usize {
        log!(FoundWork {
            worker: worker_index,
            yields: yields,
        });
        if yields > ROUNDS_UNTIL_SLEEPY {
            // FIXME tickling here is a bit extreme; mostly we want to "release the lock"
            // from us being sleepy, we don't necessarily need to wake others
            // who are sleeping
            self.tickle(worker_index);
        }
        0
    }

    #[inline]
    pub(super) fn no_work_found(&self, worker_index: usize, yields: usize) -> usize {
        log!(DidNotFindWork {
            worker: worker_index,
            yields: yields,
        });
        if yields < ROUNDS_UNTIL_SLEEPY {
            thread::yield_now();
            yields + 1
        } else if yields == ROUNDS_UNTIL_SLEEPY {
            thread::yield_now();
            if self.get_sleepy(worker_index) {
                yields + 1
            } else {
                yields
            }
        } else if yields < ROUNDS_UNTIL_ASLEEP {
            thread::yield_now();
            if self.still_sleepy(worker_index) {
                yields + 1
            } else {
                log!(GotInterrupted {
                    worker: worker_index
                });
                0
            }
        } else {
            debug_assert_eq!(yields, ROUNDS_UNTIL_ASLEEP);
            self.sleep(worker_index);
            0
        }
    }

    pub(super) fn tickle(&self, worker_index: usize) {
        // As described in README.md, this load must be SeqCst so as to ensure that:
        // - if anyone is sleepy or asleep, we *definitely* see that now (and not eventually);
        // - if anyone after us becomes sleepy or asleep, they see memory events that
        //   precede the call to `tickle()`, even though we did not do a write.
        let old_state = self.state.load(Ordering::SeqCst);
        if old_state != AWAKE {
            self.tickle_cold(worker_index);
        }
    }

    #[cold]
    fn tickle_cold(&self, worker_index: usize) {
        // The `Release` ordering here suffices. The reasoning is that
        // the atomic's own natural ordering ensure that any attempt
        // to become sleepy/asleep either will come before/after this
        // swap. If it comes *after*, then Release is good because we
        // want it to see the action that generated this tickle. If it
        // comes *before*, then we will see it here (but not other
        // memory writes from that thread).  If the other worker was
        // becoming sleepy, the other writes don't matter. If they
        // were were going to sleep, we will acquire lock and hence
        // acquire their reads.
        let old_state = self.state.swap(AWAKE, Ordering::Release);
        log!(Tickle {
            worker: worker_index,
            old_state: old_state,
        });
        if self.anyone_sleeping(old_state) {
            let _data = self.data.lock().unwrap();
            self.tickle.notify_all();
        }
    }

    fn get_sleepy(&self, worker_index: usize) -> bool {
        loop {
            // Acquire ordering suffices here. If some other worker
            // was sleepy but no longer is, we will eventually see
            // that, and until then it doesn't hurt to spin.
            // Otherwise, we will do a compare-exchange which will
            // assert a stronger order and acquire any reads etc that
            // we must see.
            let state = self.state.load(Ordering::Acquire);
            log!(GetSleepy {
                worker: worker_index,
                state: state,
            });
            if self.any_worker_is_sleepy(state) {
                // somebody else is already sleepy, so we'll just wait our turn
                debug_assert!(
                    !self.worker_is_sleepy(state, worker_index),
                    "worker {} called `is_sleepy()`, \
                     but they are already sleepy (state={})",
                    worker_index,
                    state
                );
                return false;
            } else {
                // make ourselves the sleepy one
                let new_state = self.with_sleepy_worker(state, worker_index);

                // This must be SeqCst on success because we want to
                // ensure:
                //
                // - That we observe any writes that preceded
                //   some prior tickle, and that tickle may have only
                //   done a SeqCst load on `self.state`.
                // - That any subsequent tickle *definitely* sees this store.
                //
                // See the section on "Ensuring Sequentially
                // Consistency" in README.md for more details.
                //
                // The failure ordering doesn't matter since we are
                // about to spin around and do a fresh load.
                if self
                    .state
                    .compare_exchange(state, new_state, Ordering::SeqCst, Ordering::Relaxed)
                    .is_ok()
                {
                    log!(GotSleepy {
                        worker: worker_index,
                        old_state: state,
                        new_state: new_state,
                    });
                    return true;
                }
            }
        }
    }

    fn still_sleepy(&self, worker_index: usize) -> bool {
        let state = self.state.load(Ordering::SeqCst);
        self.worker_is_sleepy(state, worker_index)
    }

    fn sleep(&self, worker_index: usize) {
        loop {
            // Acquire here suffices. If we observe that the current worker is still
            // sleepy, then in fact we know that no writes have occurred, and anyhow
            // we are going to do a CAS which will synchronize.
            //
            // If we observe that the state has changed, it must be
            // due to a tickle, and then the Acquire means we also see
            // any events that occured before that.
            let state = self.state.load(Ordering::Acquire);
            if self.worker_is_sleepy(state, worker_index) {
                // It is important that we hold the lock when we do
                // the CAS. Otherwise, if we were to CAS first, then
                // the following sequence of events could occur:
                //
                // - Thread A (us) sets state to SLEEPING.
                // - Thread B sets state to AWAKE.
                // - Thread C sets state to SLEEPY(C).
                // - Thread C sets state to SLEEPING.
                // - Thread A reawakens, acquires lock, and goes to sleep.
                //
                // Now we missed the wake-up from thread B! But since
                // we have the lock when we set the state to sleeping,
                // that cannot happen. Note that the swap `tickle()`
                // is not part of the lock, though, so let's play that
                // out:
                //
                // # Scenario 1
                //
                // - A loads state and see SLEEPY(A)
                // - B swaps to AWAKE.
                // - A locks, fails CAS
                //
                // # Scenario 2
                //
                // - A loads state and see SLEEPY(A)
                // - A locks, performs CAS
                // - B swaps to AWAKE.
                // - A waits (releasing lock)
                // - B locks, notifies
                //
                // In general, acquiring the lock inside the loop
                // seems like it could lead to bad performance, but
                // actually it should be ok. This is because the only
                // reason for the `compare_exchange` to fail is if an
                // awaken comes, in which case the next cycle around
                // the loop will just return.
                let data = self.data.lock().unwrap();

                // This must be SeqCst on success because we want to
                // ensure:
                //
                // - That we observe any writes that preceded
                //   some prior tickle, and that tickle may have only
                //   done a SeqCst load on `self.state`.
                // - That any subsequent tickle *definitely* sees this store.
                //
                // See the section on "Ensuring Sequentially
                // Consistency" in README.md for more details.
                //
                // The failure ordering doesn't matter since we are
                // about to spin around and do a fresh load.
                if self
                    .state
                    .compare_exchange(state, SLEEPING, Ordering::SeqCst, Ordering::Relaxed)
                    .is_ok()
                {
                    // Don't do this in a loop. If we do it in a loop, we need
                    // some way to distinguish the ABA scenario where the pool
                    // was awoken but before we could process it somebody went
                    // to sleep. Note that if we get a false wakeup it's not a
                    // problem for us, we'll just loop around and maybe get
                    // sleepy again.
                    log!(FellAsleep {
                        worker: worker_index
                    });
                    let _ = self.tickle.wait(data).unwrap();
                    log!(GotAwoken {
                        worker: worker_index
                    });
                    return;
                }
            } else {
                log!(GotInterrupted {
                    worker: worker_index
                });
                return;
            }
        }
    }
}