Leaked source code of windows server 2003
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//
// LOCKQ.H
//
// This file contains classes which define a queue mechanism which will
// safely synchronize additions and removals from the queue, where every
// thread which appends to the Queue must be prepared to deal with owning the
// queue. Additionally, elements will come off the queue in the same order
// that they are appended.
//
// The structure of a thread using this stuff should be the following :
//
// class CUsefull : public CQElement { } ;
// template CLockQueue< CUsefull > UsefullQ ;
//
//
// if( UsefullQ.Append( pUsefull ) ) {
//
// while( UsefullQ.GetHead( &pUsefullWorkItem ) ) {
// /* Do some usefull work. */
//
// UsefullQ.Remove() ;
// }
// }
//
// Implementation Schedule for all classes defined in this file :
// 1 day
//
// Unit Test schedule for all classes defined in this file :
// 1 day
// Unit Testing should consist of a multi theaded appli
//
//
#ifndef _LOCKQ_H_
#define _LOCKQ_H_
#include "qbase.h"
#ifdef DEBUG
#define LOCKQ_DEBUG
#endif
#ifdef _DEBUG
#ifndef LOCKQ_DEBUG
#define LOCKQ_DEBUG
#endif
#endif
//------------------------------------------------
class CQueueLockV1 {
//
// This class implements a queue which is multi-threaded safe for append operations.
// In addition, this queue will synchronize removal of elements amongst those
// threads which are appending to the queue. Each thread that appends to the
// queue potentially becomes the owner of the removal lock of the queue.
// (If Append() returns TRUE the thread owns the removal lock of the queue.)
// There is no way to relinquish the removal lock except to empty the queue.
// Emptying the queue must be done as a series of GetHead(), Remove() calls.
// A GetHead() call MUST preceed each Remove() call.
//
// Each time the thread calls GetHead, it will be
// told whether it still owns the removallock (when the queue is emptied the lock is
// relinquished.)
// Owning the removal lock in no way interferes with other threads appending to the queue.
//
// The class uses InterlockedExchange to handle all synchronization issues.
//
// For appending - InterlockedExchange does the following :
// Exchange the tail pointer with what we want to be the new tail.
// Make the old tail that we got from the exchange point to the new element.
// The list is now intact. Because there is an extra element in the queue
// (m_special) the tail pointer never becomes NULL.
//
// For synchronization safety -
// InterlockedExchange is used on the element next pointers in order to
// determine what thread has the removal lock.
// Each call to GetHead Exchanges the head's next pointer with LOCKVAL.
// Each Append call will also Exchange the old tail elements next value
// with the new m_pTail value. So there are only two threads which can
// be exchanging the next pointer at any given instant.
//
// The remove thread either gets 0 or a NON-NULL pointer after its Exchange.
//
// If it gets Zero, it knows it Exchanged before the Appending thread,
// in which case it loses the lock (since it can't safely do anything.)
// If it gets a Non-Zero value, the other thread exchanged first.
// In this case, the remover still has the lock and repairs the list.
//
// In the case of the appending thread - after its Exchange it either gets
// zero or LOCKVAL.
//
// If the appending thread gets zero, it Exchanged first so the other thread
// should hold onto the lock. If the appending thread gets LOCKVAL then it
// owns the lock.
//
// Finally, note that there is ALWAYS AT LEAST ONE ELEMENT in the Queue (m_special).
// This means that if there is anything of value in the queue at all then
// there must be at least TWO elements in the queue (and m_pHead->p is non null).
//
//
// Usage should be the following in each worker thread :
// CQueueLockV1 *pQueue ;
//
// if( pQueue->Append( p ) ) {
// CQueueElement *pWork ;
//
// while( pQueue->GetHead( pWork ) ) {
// /* Do work on pWork It is safe to do further calls to pQueue->Append()
// while doing whatever work. That does not mean those Appended
// elements will be processed on this thread. */
//
// pQueue->Remove() ;
// }
// }
//
private :
enum CONSTANTS {
LOCKVAL = 0xFFFFFFFF,
} ;
CQElement m_special ; // element used ensure that the Queue always contains
// something.
CQElement m_release ; // element used with ReleaseLock calls to give up the
// RemovalLock on the Queue.
// This pointer is set after a call to ReleaseLock() - and
// will pointer to the queue element before the m_release element in
// the queue.
CQElement *m_pHead ;
CQElement *m_pTail ;
#ifdef LOCKQ_DEBUG
DWORD m_dwOwningThread ;
LONG m_lock ;
#endif
BOOL OfferOwnership( CQElement* p ) ;
CQElement* GetFront( ) ;
public :
CQueueLockV1( ) ;
~CQueueLockV1( ) ;
//
// Append - returns TRUE if we have added the first element into the queue
// and we now own the lock.
//
BOOL Append( CQElement *p ) ;
//
// Remove - takes the head element off the list. The head element should be
// examined with GetHead(). As long as we are calling GetHead() at least once
// before each call to Remove(), the synchronization aspects of the queue will
// work.
//
void Remove( ) ;
//
// GetHead - returns TRUE as long as there is an element to be had at the front
// of the queue. The element pointer is returned through the reference to a pointer.
//
BOOL GetHead( CQElement *&p ) ;
//
// RemoveRelease - takes the head element off the list.
// Also offers the removal lock to any other thread out there.
// If the function returns TRUE then this thread still has the lock,
// otherwise another thread has it.
//
BOOL RemoveAndRelease( ) ;
} ;
#ifndef _NO_TEMPLATES_
//--------------------------------------------------
template< class Element >
class TLockQueueV1 {
//
// This template is designed for use with Elements derived from CQElement.
// This will use the CQueueLockV1 class above to implement a locking queue containing
// elements of type 'Element'.
//
private :
CQueueLockV1 m_queue ;
public :
inline TLockQueueV1() ;
inline ~TLockQueueV1() ;
// Add an element to the Queue - if this returns TRUE we own the lock.
inline BOOL Append( Element* p ) ;
// remove an element from the Queue - lock ownership does not change.
inline void Remove( ) ;
inline BOOL GetHead( Element *&p ) ;
inline BOOL RemoveAndRelease( ) ;
} ;
#endif
#define DECLARE_LOCKQ( Type ) \
class LockQ ## Type { \
private : \
CQueueLockV1 m_queue ; \
public : \
LockQ ## Type () {} \
~LockQ ## Type () {} \
BOOL Append( Type * p ) { return m_queue.Append( (CQElement*)p ) ; } \
void Remove( ) { m_queue.Remove() ; } \
BOOL GetHead( Type *&p ) { \
CQElement* pTemp = 0; \
BOOL fTemp = m_queue.GetHead( pTemp ) ; \
p = (Type*)pTemp ; \
return fTemp ; \
} \
BOOL RemoveAndRelease( ) { \
return m_queue.RemoveAndRelease() ; \
} \
} ;
#define INVOKE_LOCKQ( Type ) LockQ ## Type
class CQueueLock {
//
// This class implements a queue which is multi-threaded safe for append operations.
// In addition, this queue will synchronize removal of elements amongst those
// threads which are appending to the queue. Each thread that appends to the
// queue potentially becomes the owner of the removal lock of the queue.
// (If Append() returns TRUE the thread owns the removal lock of the queue.)
// There is no way to relinquish the removal lock except to empty the queue.
//
// Usage should be the following in each worker thread :
// CQueueLock *pQueue ;
//
// if( pQueue->Append( p ) ) {
// CQueueElement *pWork ;
//
// while( (pWork = pQueue->RemoveAndRelease( )) ) {
// /* Do work on pWork It is safe to do further calls to pQueue->Append()
// while doing whatever work. That does not mean those Appended
// elements will be processed on this thread. */
// }
// }
//
private :
//
// Class constants - LOCKVAL that special value marking the queue element
// which is ready to be grabbed !
//
enum CONSTANTS {
LOCKVAL = 0xFFFFFFFF,
} ;
//
// Element which always remains in the list !
//
CQElement m_special ;
//
// Head of the list
//
CQElement *m_pHead ;
//
// Tail of the list !
//
CQElement *m_pTail ;
public :
//
// Initialize the queue to an empty state -
// and also sets things up so that the first Append
// will own the lock !
//
inline CQueueLock( ) ;
//
// Also initializes to an empty state, however
// allows caller to specify whether queue can be
// grabbed on the first Append !
//
inline CQueueLock( BOOL fSet ) ;
#ifdef LOCKQ_DEBUG
//
// Check that the queue is emptied when it is destroyed !
//
inline ~CQueueLock( ) ;
#endif
//
// Set the lock to the lockable state where the next
// call to Append() will acquire the lock !
// This function is not thread safe and should only
// be called when we are sure there is only one thread
// using the object !
//
inline void Reset() ;
//
// Append - returns TRUE if we have added the first element into the queue
// and we now own the lock.
//
inline BOOL Append( CQElement *p ) ;
//
// return the head of the Queue - if we return NULL then some other thread
// may own the lcok the queue implicitly implies !
//
inline CQElement* RemoveAndRelease( ) ;
//
// return the head of the Queue - but don't let any other threads
// grab the queue !
//
inline CQElement* Remove( ) ;
} ;
template< class Element >
class TLockQueue {
//
// This template is designed for use with Elements derived from CQElement.
// This will use the CQueueLock class above to implement a locking queue containing
// elements of type 'Element'.
//
private :
CQueueLock m_queue ;
public :
//
// Create an empty queue
//
inline TLockQueue() ;
//
// Create empty queue and specify whether the
// lock is initially available
//
inline TLockQueue( BOOL fSet ) ;
//
// Caller must already have lock and be only thread
// using object - make the lock available !
//
inline void Reset() ;
//
// Add an element to the Queue - if this returns TRUE we own the lock.
//
inline BOOL Append( Element* p ) ;
//
// remove an element from the Queue - lock ownership does not change unless this
// returns NULL !
//
inline Element* RemoveAndRelease( ) ;
//
// remove an element from the Queue - but don't relinquish lock !
//
inline Element* Remove() ;
} ;
#include "lockq.inl"
#endif // _LOCKQ_H_