ConcurrentSkipList.cs :  » 2.6.4-mono-.net-core » System.Collections » System » Collections » Concurrent » C# / CSharp Open Source

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C# / CSharp Open Source » 2.6.4 mono .net core » System.Collections 
System.Collections » System » Collections » Concurrent » ConcurrentSkipList.cs
#if NET_4_0 || BOOTSTRAP_NET_4_0
// ConcurrentSkipList.cs
//
// Copyright (c) 2008 Jrmie "Garuma" Laval
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//

using System;
using System.Threading;
using System.Collections;
using System.Collections.Generic;

namespace System.Collections.Concurrent{

  internal class ConcurrentSkipList<T> : IProducerConsumerCollection<T>
  {
    // Used for randomSeed
    [ThreadStatic]
    static Random r;
    // Used in FindNodes and thus most others methods
    // avoid heavy local array creation at each method call and use
    // for thread locallity ThreadStatic attribute
    [ThreadStatic]
    static Node[] precedents;
    [ThreadStatic]
    static Node[] succedings;
    [ThreadStatic]
    static bool[] takenLocks;

    int count = 0;

    class Node
    {
      public readonly int      Key;
      public T                 Value;
      public readonly int      TopLayer;
      public readonly Node[]   Nexts;
      public volatile bool     Marked;
      public volatile bool     FullyLinked;
      public SpinLock  Lock;

      public Node (int key, T value, int heightValue)
      {
        Key = key;
        Value = value;
        TopLayer = heightValue;
        Nexts = new Node [heightValue + 1];
        Lock = new SpinLock (true);
        Marked = FullyLinked = false;
      }
    }

    Node leftSentinel;
    Node rightSentinel;

    const int MaxHeight = 200;
    uint randomSeed;

    Func<T, int> GetKey;

    public ConcurrentSkipList () : this ((value) => value.GetHashCode ())
    {
    }

    public ConcurrentSkipList (IEqualityComparer<T> comparer)
      : this ((value) => comparer.GetHashCode (value))
    {
    }

    public ConcurrentSkipList(Func<T, int> hasher)
    {
      GetKey = hasher;
      Init ();
    }

    void Init ()
    {
      leftSentinel = new Node (int.MinValue, default (T), MaxHeight);
      rightSentinel = new Node (int.MaxValue, default (T), MaxHeight);

      for (int i = 0; i < MaxHeight; i++) {
        leftSentinel.Nexts [i] = rightSentinel;
      }
      // The or ensures that randomSeed != 0
      randomSeed = ((uint)Math.Abs (Next())) | 0x0100;
    }

    public bool TryAdd (T value)
    {
      if (value == null)
        throw new ArgumentNullException ("value");

      CleanArrays ();
      int topLayer = GetRandomLevel ();

      int v = GetKey (value);

      while (true) {
        int found = FindNode (v, precedents, succedings);
        if (found != -1) {
          // A node with the same key already exists
          Node nodeFound = succedings [found];
          if (!nodeFound.Marked) {
            SpinWait sw = new SpinWait ();
            while (!nodeFound.FullyLinked)
              sw.SpinOnce ();

            return false;
          }
          continue;
        }
        int highestLocked = -1;
        try {
          bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
                                  (layer, pred, succ) => !pred.Marked && !succ.Marked && pred.Nexts [layer] == succ);
          if (!valid)
            continue;

          Node newNode = new Node (v, value, topLayer);
          for (int layer = 0; layer <= topLayer; layer++) {
            newNode.Nexts [layer] = succedings [layer];
            precedents [layer].Nexts [layer] = newNode;
          }
          newNode.FullyLinked = true;
        } finally {
          Unlock (precedents, takenLocks, highestLocked);
        }
        Interlocked.Increment (ref count);
        return true;
      }
    }

    bool IProducerConsumerCollection<T>.TryTake (out T value)
    {
      throw new NotSupportedException ();
    }

    public T[] ToArray ()
    {
      int countSnapshot = count;
      T[] temp = new T [countSnapshot];

      CopyTo(temp, 0);

      return temp;
    }

    public void CopyTo (T[] array, int startIndex)
    {
      IEnumerator<T> e = GetInternalEnumerator ();
      for (int i = startIndex; i < array.Length; i++) {
        if (!e.MoveNext ())
          return;
        array [i] = e.Current;
      }
      e.Dispose ();
    }

    void ICollection.CopyTo (Array array, int startIndex)
    {
      T[] temp = array as T[];
      if (temp == null)
        return;

      CopyTo (temp, startIndex);
    }

    object ICollection.SyncRoot {
      get {
        return this;
      }
    }

    bool ICollection.IsSynchronized {
      get {
        return true;
      }
    }

    public bool Remove (T value)
    {
      if (value == null)
        throw new ArgumentNullException ("value");

      CleanArrays();
      Node toDelete = null;
      bool isMarked = false;
      int topLayer = -1;
      int v = GetKey (value);

      while (true) {
        int found = FindNode (v, precedents, succedings);
        bool taken = false;
        int highestLocked = -1;

        if (isMarked || (found != -1 && OkToDelete (succedings [found], found))) {
          // If not marked then logically delete the node
          try {
            if (!isMarked) {
              toDelete = succedings [found];
              topLayer = toDelete.TopLayer;

              toDelete.Lock.Enter (ref taken);
              // Now that we have the lock, check if the node hasn't already been marked
              if (toDelete.Marked)
                return false;

              toDelete.Marked = true;
              isMarked = true;
            }

            bool valid = LockNodes (topLayer, ref highestLocked, precedents, succedings,
                                    (layer, pred, succ) => !pred.Marked && pred.Nexts [layer] == succ);
            if (!valid)
              continue;

            for (int layer = topLayer; layer >= 0; layer--)
              precedents [layer].Nexts [layer] = toDelete.Nexts [layer];
          } finally {
            if (taken)
              toDelete.Lock.Exit ();
            Unlock (precedents, takenLocks, highestLocked);
          }

          Interlocked.Decrement (ref count);
          return true;
        } else {
          return false;
        }
      }
    }

    public bool Contains (T value)
    {
      if (value == null)
        throw new ArgumentNullException ("value");

      return ContainsFromHash (GetKey (value));
    }

    internal bool ContainsFromHash (int hash)
    {
      CleanArrays ();
      int found = FindNode (hash, precedents, succedings);
      return found != -1 && succedings [found].FullyLinked && !succedings [found].Marked;
    }

    internal bool GetFromHash (int hash, out T value)
    {
      value = default (T);
      CleanArrays ();
      // We are blindly supposing that the hash is correct
      // i.e. I trust myself :-)
      int found = FindNode (hash, precedents, succedings);
      if (found == -1)
        return false;

      bool taken = false;
      Node node = succedings [found];

      try {
        node.Lock.Enter (ref taken);

        if (node.FullyLinked && !node.Marked) {
          value = node.Value;
          return true;
        }
      } finally {
        if (taken)
          node.Lock.Exit ();
      }

      return false;
    }

    public int Count {
      get {
        return count;
      }
    }

    IEnumerator<T> IEnumerable<T>.GetEnumerator ()
    {
      return GetInternalEnumerator ();
    }

    IEnumerator IEnumerable.GetEnumerator ()
    {
      return GetInternalEnumerator ();
    }

    IEnumerator<T> GetInternalEnumerator ()
    {
      Node curr = leftSentinel;
      while ((curr = curr.Nexts [0]) != rightSentinel) {
        // If there is an Add operation ongoing we wait a little
        // Possible optimization : use a helping scheme
        SpinWait sw = new SpinWait ();
        while (!curr.FullyLinked)
          sw.SpinOnce ();

        yield return curr.Value;
      }
    }

    void Unlock (Node[] preds, bool[] takenLocks, int highestLocked)
    {
      for (int layer = 0; layer <= highestLocked; layer++)
        if (takenLocks [layer])
          preds [layer].Lock.Exit ();
    }

    bool LockNodes (int topLayer, ref int highestLocked, Node[] preds, Node[] succs, Func<int, Node, Node, bool> validityTest)
    {
      Node pred, succ, prevPred = null;
      bool valid = true;

      for (int layer = 0; valid && (layer <= topLayer); layer++) {
        pred = preds [layer];
        succ = succs [layer];
        takenLocks[layer] = false;

        if (pred != prevPred) {
          // Possible optimization : limit topLayer to the first refused lock
          pred.Lock.Enter (ref takenLocks[layer]);
          highestLocked = layer;
          prevPred = pred;
        }

        valid = validityTest (layer, pred, succ);
      }

      return valid;
    }

    int FindNode (int v, Node[] preds, Node[] succs)
    {
      // With preds and succs we record the path we use for searching v
      if (preds.Length != MaxHeight || succs.Length != MaxHeight)
        throw new Exception ("preds or succs don't have the  good length");

      int found = -1;
      Node pred = leftSentinel;

      // We start at the higher layer
      for (int layer = MaxHeight - 1; layer >= 0; layer--) {
        Node curr = pred.Nexts [layer];
        // In the current layer we find the best position, then the operation will continue on the
        // layer just beneath
        while (v > curr.Key) {
          pred = curr;
          curr = curr.Nexts [layer];
        }
        if (found == -1 && v == curr.Key)
          found = layer;
        preds [layer] = pred;
        succs [layer] = curr;
      }

      return found;
    }

    bool OkToDelete (Node candidate, int found)
    {
      return candidate.FullyLinked && candidate.TopLayer == found && !candidate.Marked;
    }

    // Taken from Doug Lea's code released in the public domain
    int GetRandomLevel ()
    {
      uint x = randomSeed;
      x ^= x << 13;
      x ^= x >> 17;
      x ^= x << 5;
      randomSeed = x;
      if ((x & 0x80000001) != 0) // test highest and lowest bits
        return 0;
      int level = 1;
      while (((x >>= 1) & 1) != 0) ++level;
      return level;
    }

    void CleanArrays ()
    {
      // If one is null, the others too
      if (succedings == null) {
        succedings = new Node [MaxHeight];
        precedents = new Node [MaxHeight];
        takenLocks = new bool [MaxHeight];

        return;
      }

      // Hopefully these are more optimized than a bare for loop
      // (I suppose it uses memset internally)
      Array.Clear (precedents, 0, precedents.Length);
      Array.Clear (succedings, 0, succedings.Length);
      Array.Clear (takenLocks, 0, takenLocks.Length);
    }

    int Next ()
    {
      if (r == null)
      r = new Random ();

      return r.Next ();
    }
  }
}
#endif
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