8338146: Improve Exchanger performance with VirtualThreads

Reviewed-by: alanb
This commit is contained in:
Doug Lea 2024-08-21 18:22:24 +00:00
parent e297e8817f
commit ab8071d280
3 changed files with 251 additions and 329 deletions

View File

@ -139,125 +139,109 @@ public class Exchanger<V> {
* able to exchange items. That is, we cannot completely partition
* across threads, but instead give threads arena indices that
* will on average grow under contention and shrink under lack of
* contention. We approach this by defining the Nodes that we need
* anyway as ThreadLocals, and include in them per-thread index
* and related bookkeeping state. (We can safely reuse per-thread
* nodes rather than creating them fresh each time because slots
* alternate between pointing to a node vs null, so cannot
* encounter ABA problems. However, we do need some care in
* resetting them between uses.)
* contention.
*
* Implementing an effective arena requires allocating a bunch of
* space, so we only do so upon detecting contention (except on
* uniprocessors, where they wouldn't help, so aren't used).
* Otherwise, exchanges use the single-slot slotExchange method.
* On contention, not only must the slots be in different
* locations, but the locations must not encounter memory
* contention due to being on the same cache line (or more
* generally, the same coherence unit). Because, as of this
* writing, there is no way to determine cacheline size, we define
* a value that is enough for common platforms. Additionally,
* extra care elsewhere is taken to avoid other false/unintended
* sharing and to enhance locality, including adding padding (via
* @Contended) to Nodes, embedding "bound" as an Exchanger field.
* We approach this by defining the Nodes holding references to
* transfered items as ThreadLocals, and include in them
* per-thread index and related bookkeeping state. We can safely
* reuse per-thread nodes rather than creating them fresh each
* time because slots alternate between pointing to a node vs
* null, so cannot encounter ABA problems. However, we must ensure
* that object transfer fields are reset between uses. Given this,
* Participant nodes can be defined as static ThreadLocals. As
* seen for example in class Striped64, using indices established
* in one instance across others usually improves overall
* performance. Nodes also include a participant-local random
* number generator.
*
* Spreading out contention requires that the memory locations
* used by the arena slots don't share a cache line -- otherwise,
* the arena would have almost no benefit. We arrange this by
* adding another level of indirection: The arena elements point
* to "Slots", each of which is padded using @Contended. We only
* create a single Slot on intialization, adding more when
* needed. The per-thread Participant Nodes may also be subject to
* false-sharing contention, but tend to be more scattered in
* memory, so are unpadded, with some occasional performance impact.
*
* The arena starts out with only one used slot. We expand the
* effective arena size by tracking collisions; i.e., failed CASes
* while trying to exchange. By nature of the above algorithm, the
* only kinds of collision that reliably indicate contention are
* when two attempted releases collide -- one of two attempted
* offers can legitimately fail to CAS without indicating
* contention by more than one other thread. (Note: it is possible
* but not worthwhile to more precisely detect contention by
* reading slot values after CAS failures.) When a thread has
* collided at each slot within the current arena bound, it tries
* to expand the arena size by one. We track collisions within
* bounds by using a version (sequence) number on the "bound"
* field, and conservatively reset collision counts when a
* participant notices that bound has been updated (in either
* direction).
* while trying to exchange. And shrink it via "spinouts" in which
* threads give up waiting at a slot. By nature of the above
* algorithm, the only kinds of collision that reliably indicate
* contention are when two attempted releases collide -- one of
* two attempted offers can legitimately fail to CAS without
* indicating contention by more than one other thread.
*
* The effective arena size is reduced (when there is more than
* one slot) by giving up on waiting after a while and trying to
* decrement the arena size on expiration. The value of "a while"
* is an empirical matter. We implement by piggybacking on the
* use of spin->yield->block that is essential for reasonable
* waiting performance anyway -- in a busy exchanger, offers are
* usually almost immediately released, in which case context
* switching on multiprocessors is extremely slow/wasteful. Arena
* waits just omit the blocking part, and instead cancel. The spin
* count is empirically chosen to be a value that avoids blocking
* 99% of the time under maximum sustained exchange rates on a
* range of test machines. Spins and yields entail some limited
* randomness (using a cheap xorshift) to avoid regular patterns
* that can induce unproductive grow/shrink cycles. (Using a
* pseudorandom also helps regularize spin cycle duration by
* making branches unpredictable.) Also, during an offer, a
* waiter can "know" that it will be released when its slot has
* changed, but cannot yet proceed until match is set. In the
* mean time it cannot cancel the offer, so instead spins/yields.
* Note: It is possible to avoid this secondary check by changing
* the linearization point to be a CAS of the match field (as done
* in one case in the Scott & Scherer DISC paper), which also
* increases asynchrony a bit, at the expense of poorer collision
* detection and inability to always reuse per-thread nodes. So
* the current scheme is typically a better tradeoff.
* Arena size (the value of field "bound") is controlled by random
* sampling. On each miss (collision or spinout), a thread chooses
* a new random index within the arena. Upon the third collision
* with the same current bound, it tries to grow the arena. And
* upon the second spinout, it tries to shrink. The asymmetry in
* part reflects relative costs, and reduces flailing. Because
* they cannot be changed without also changing the sampling
* strategy, these rules are directly incorporated into uses of
* the xchg "misses" variable. The bound field is tagged with
* sequence numbers to reduce stale decisions. Uniform random
* indices are generated using XorShift with enough bits so that
* bias (See Knuth TAoCP vol 2) is negligible for moduli used here
* (at most 256) without requiring rejection tests. Using
* nonuniform randoms with greater weight to higher indices is
* also possible but does not seem worthwhile in practice.
*
* On collisions, indices traverse the arena cyclically in reverse
* order, restarting at the maximum index (which will tend to be
* sparsest) when bounds change. (On expirations, indices instead
* are halved until reaching 0.) It is possible (and has been
* tried) to use randomized, prime-value-stepped, or double-hash
* style traversal instead of simple cyclic traversal to reduce
* bunching. But empirically, whatever benefits these may have
* don't overcome their added overhead: We are managing operations
* that occur very quickly unless there is sustained contention,
* so simpler/faster control policies work better than more
* accurate but slower ones.
* These mechanics rely on a reasonable choice of constant SPINS.
* The time cost of SPINS * Thread.onSpinWait() should be at least
* the expected cost of a park/unpark context switch, and larger
* than that of two failed CASes, but still small enough to avoid
* excessive delays during arena shrinkage. We also deal with the
* possibility that when an offering thread waits for a release,
* spin-waiting would be useless because the releasing thread is
* descheduled. On multiprocessors, we cannot know this in
* general. But when Virtual Threads are used, method
* ForkJoinWorkerThread.hasKnownQueuedWork serves as a guide to
* whether to spin or immediately block, allowing a context switch
* that may enable a releaser. Note also that when many threads
* are being run on few cores, enountering enough collisions to
* trigger arena growth is rare, and soon followed by shrinkage,
* so this doesn't require special handling.
*
* Because we use expiration for arena size control, we cannot
* throw TimeoutExceptions in the timed version of the public
* exchange method until the arena size has shrunken to zero (or
* the arena isn't enabled). This may delay response to timeout
* but is still within spec.
* The basic exchange mechanics rely on checks that Node item
* fields are not null, which doesn't work when offered items are
* null. We trap this case by translating nulls to the
* (un-Exchangeable) value of the static Participant
* reference.
*
* Essentially all of the implementation is in methods
* slotExchange and arenaExchange. These have similar overall
* structure, but differ in too many details to combine. The
* slotExchange method uses the single Exchanger field "slot"
* rather than arena array elements. However, it still needs
* minimal collision detection to trigger arena construction.
* (The messiest part is making sure interrupt status and
* InterruptedExceptions come out right during transitions when
* both methods may be called. This is done by using null return
* as a sentinel to recheck interrupt status.)
* Essentially all of the implementation is in method xchg. As is
* too common in this sort of code, most of the logic relies on
* reads of fields that are maintained as local variables so can't
* be nicely factored. It is structured as a main loop with a
* leading volatile read (of field bound), that causes others to
* be freshly read even though declared in plain mode. We don't
* use compareAndExchange that would otherwise save some re-reads
* because of the need to recheck indices and bounds on failures.
*
* As is too common in this sort of code, methods are monolithic
* because most of the logic relies on reads of fields that are
* maintained as local variables so can't be nicely factored --
* mainly, here, bulky spin->yield->block/cancel code. Note that
* field Node.item is not declared as volatile even though it is
* read by releasing threads, because they only do so after CAS
* operations that must precede access, and all uses by the owning
* thread are otherwise acceptably ordered by other operations.
* (Because the actual points of atomicity are slot CASes, it
* would also be legal for the write to Node.match in a release to
* be weaker than a full volatile write. However, this is not done
* because it could allow further postponement of the write,
* delaying progress.)
* Support for optional timeouts in a single method adds further
* complexity. Note that for the sake of arena bounds control,
* time bounds must be ignored during spinouts, which may delay
* TimeoutExceptions (but no more so than would excessive context
* switching that could occur otherwise). Responses to
* interruption are handled similarly, postponing commitment to
* throw InterruptedException until successfully cancelled.
*
* Design differences from previous releases include:
* * Accommodation of VirtualThreads.
* * Use of Slots vs spaced indices for the arena and static
* ThreadLocals, avoiding separate arena vs non-arena modes.
* * Use of random sampling for grow/shrink decisions, with typically
* faster and more stable adaptation (as was mentioned as a
* possible improvement in previous version).
*/
/**
* The index distance (as a shift value) between any two used slots
* in the arena, spacing them out to avoid false sharing.
*/
private static final int ASHIFT = 5;
/**
* The maximum supported arena index. The maximum allocatable
* arena size is MMASK + 1. Must be a power of two minus one, less
* than (1<<(31-ASHIFT)). The cap of 255 (0xff) more than suffices
* for the expected scaling limits of the main algorithms.
* arena size is MMASK + 1. Must be a power of two minus one. The
* cap of 255 (0xff) more than suffices for the expected scaling
* limits of the main algorithms.
*/
private static final int MMASK = 0xff;
@ -267,49 +251,34 @@ public class Exchanger<V> {
*/
private static final int SEQ = MMASK + 1;
/** The number of CPUs, for sizing and spin control */
private static final int NCPU = Runtime.getRuntime().availableProcessors();
/**
* The maximum slot index of the arena: The number of slots that
* can in principle hold all threads without contention, or at
* most the maximum indexable value.
*/
static final int FULL = (NCPU >= (MMASK << 1)) ? MMASK : NCPU >>> 1;
/**
* The bound for spins while waiting for a match. The actual
* number of iterations will on average be about twice this value
* due to randomization. Note: Spinning is disabled when NCPU==1.
* The bound for spins while waiting for a match before either
* blocking or possibly shrinking arena.
*/
private static final int SPINS = 1 << 10;
/**
* Value representing null arguments/returns from public
* methods. Needed because the API originally didn't disallow null
* arguments, which it should have.
* Padded arena cells to avoid false-sharing memory contention
*/
private static final Object NULL_ITEM = new Object();
/**
* Sentinel value returned by internal exchange methods upon
* timeout, to avoid need for separate timed versions of these
* methods.
*/
private static final Object TIMED_OUT = new Object();
@jdk.internal.vm.annotation.Contended
static final class Slot {
Node entry;
}
/**
* Nodes hold partially exchanged data, plus other per-thread
* bookkeeping. Padded via @Contended to reduce memory contention.
* bookkeeping.
*/
@jdk.internal.vm.annotation.Contended static final class Node {
static final class Node {
long seed; // Random seed
int index; // Arena index
int bound; // Last recorded value of Exchanger.bound
int collides; // Number of CAS failures at current bound
int hash; // Pseudo-random for spins
Object item; // This thread's current item
volatile Object match; // Item provided by releasing thread
volatile Thread parked; // Set to this thread when parked, else null
Node() {
index = -1; // initialize on first use
seed = Thread.currentThread().threadId();
}
}
/** The corresponding thread local class */
@ -318,210 +287,152 @@ public class Exchanger<V> {
}
/**
* Per-thread state.
* The participant thread-locals. Because it is impossible to
* exchange, we also use this reference for dealing with null user
* arguments that are translated in and out of this value
* surrounding use.
*/
private final Participant participant;
private static final Participant participant = new Participant();
/**
* Elimination array; null until enabled (within slotExchange).
* Element accesses use emulation of volatile gets and CAS.
* Elimination array; element accesses use emulation of volatile
* gets and CAS.
*/
private volatile Node[] arena;
private final Slot[] arena;
/**
* Slot used until contention detected.
* Number of cores, for sizing and spin control. Computed only
* upon construction.
*/
private volatile Node slot;
private final int ncpu;
/**
* The index of the largest valid arena position, OR'ed with SEQ
* number in high bits, incremented on each update. The initial
* update from 0 to SEQ is used to ensure that the arena array is
* constructed only once.
* The index of the largest valid arena position.
*/
private volatile int bound;
/**
* Exchange function when arenas enabled. See above for explanation.
* Exchange function. See above for explanation.
*
* @param item the (non-null) item to exchange
* @param timed true if the wait is timed
* @param ns if timed, the maximum wait time, else 0L
* @return the other thread's item; or null if interrupted; or
* TIMED_OUT if timed and timed out
* @param x the item to exchange
* @param deadline if zero, untimed, else timeout deadline
* @return the other thread's item
* @throws InterruptedException if interrupted while waiting
* @throws TimeoutException if deadline nonzero and timed out
*/
private final Object arenaExchange(Object item, boolean timed, long ns) {
Node[] a = arena;
private final V xchg(V x, long deadline)
throws InterruptedException, TimeoutException {
Slot[] a = arena;
int alen = a.length;
Node p = participant.get();
for (int i = p.index;;) { // access slot at i
int b, m, c;
int j = (i << ASHIFT) + ((1 << ASHIFT) - 1);
if (j < 0 || j >= alen)
j = alen - 1;
Node q = (Node)AA.getAcquire(a, j);
if (q != null && AA.compareAndSet(a, j, q, null)) {
Object v = q.item; // release
q.match = item;
Thread w = q.parked;
if (w != null)
LockSupport.unpark(w);
return v;
Participant ps = participant;
Object item = (x == null) ? ps : x; // translate nulls
Node p = ps.get();
int i = p.index; // if < 0, move
int misses = 0; // ++ on collide, -- on spinout
Object offered = null; // for cleanup
Object v = null;
outer: for (;;) {
int b, m; Slot s; Node q;
if ((m = (b = bound) & MMASK) == 0) // volatile read
i = 0;
if (i < 0 || i > m || i >= alen || (s = a[i]) == null) {
long r = p.seed; // randomly move
r ^= r << 13; r ^= r >>> 7; r ^= r << 17; // xorShift
i = p.index = (int)((p.seed = r) % (m + 1));
}
else if (i <= (m = (b = bound) & MMASK) && q == null) {
p.item = item; // offer
if (AA.compareAndSet(a, j, null, p)) {
long end = (timed && m == 0) ? System.nanoTime() + ns : 0L;
Thread t = Thread.currentThread(); // wait
for (int h = p.hash, spins = SPINS;;) {
Object v = p.match;
if (v != null) {
MATCH.setRelease(p, null);
p.item = null; // clear for next use
p.hash = h;
return v;
else if ((q = s.entry) != null) { // try release
if (ENTRY.compareAndSet(s, q, null)) {
Thread w;
v = q.item;
q.match = item;
if (i == 0 && (w = q.parked) != null)
LockSupport.unpark(w);
break;
}
else { // collision
int nb;
i = -1; // move index
if (b != bound) // stale
misses = 0;
else if (misses <= 2) // continue sampling
++misses;
else if ((nb = (b + 1) & MMASK) < alen) {
misses = 0; // try to grow
if (BOUND.compareAndSet(this, b, b + 1 + SEQ) &&
a[i = p.index = nb] == null)
AA.compareAndSet(a, nb, null, new Slot());
}
}
}
else { // try offer
if (offered == null)
offered = p.item = item;
if (ENTRY.compareAndSet(s, null, p)) {
boolean tryCancel; // true if interrupted
Thread t = Thread.currentThread();
if (!(tryCancel = t.isInterrupted()) && ncpu > 1 &&
(i != 0 || // check for busy VTs
(!ForkJoinWorkerThread.hasKnownQueuedWork()))) {
for (int j = SPINS; j > 0; --j) {
if ((v = p.match) != null) {
MATCH.set(p, null);
break outer; // spin wait
}
Thread.onSpinWait();
}
else if (spins > 0) {
h ^= h << 1; h ^= h >>> 3; h ^= h << 10; // xorshift
if (h == 0) // initialize hash
h = SPINS | (int)t.threadId();
else if (h < 0 && // approx 50% true
(--spins & ((SPINS >>> 1) - 1)) == 0)
Thread.yield(); // two yields per wait
}
for (long ns = 1L;;) { // block or cancel offer
if ((v = p.match) != null) {
MATCH.set(p, null);
break outer;
}
else if (AA.getAcquire(a, j) != p)
spins = SPINS; // releaser hasn't set match yet
else if (!t.isInterrupted() && m == 0 &&
(!timed ||
(ns = end - System.nanoTime()) > 0L)) {
p.parked = t; // minimize window
if (AA.getAcquire(a, j) == p) {
if (ns == 0L)
if (i == 0 && !tryCancel &&
(deadline == 0L ||
((ns = deadline - System.nanoTime()) > 0L))) {
p.parked = t; // emable unpark and recheck
if (p.match == null) {
if (deadline == 0L)
LockSupport.park(this);
else
LockSupport.parkNanos(this, ns);
tryCancel = t.isInterrupted();
}
p.parked = null;
}
else if (AA.getAcquire(a, j) == p &&
AA.compareAndSet(a, j, p, null)) {
if (m != 0) // try to shrink
BOUND.compareAndSet(this, b, b + SEQ - 1);
p.item = null;
p.hash = h;
i = p.index >>>= 1; // descend
else if (ENTRY.compareAndSet(s, p, null)) { // cancel
offered = p.item = null;
if (Thread.interrupted())
return null;
if (timed && m == 0 && ns <= 0L)
return TIMED_OUT;
break; // expired; restart
throw new InterruptedException();
if (deadline != 0L && ns <= 0L)
throw new TimeoutException();
i = -1; // move and restart
if (bound != b)
misses = 0; // stale
else if (misses >= 0)
--misses; // continue sampling
else if ((b & MMASK) != 0) {
misses = 0; // try to shrink
BOUND.compareAndSet(this, b, b - 1 + SEQ);
}
continue outer;
}
}
}
else
p.item = null; // clear offer
}
else {
if (p.bound != b) { // stale; reset
p.bound = b;
p.collides = 0;
i = (i != m || m == 0) ? m : m - 1;
}
else if ((c = p.collides) < m || m == FULL ||
!BOUND.compareAndSet(this, b, b + SEQ + 1)) {
p.collides = c + 1;
i = (i == 0) ? m : i - 1; // cyclically traverse
}
else
i = m + 1; // grow
p.index = i;
}
}
}
/**
* Exchange function used until arenas enabled. See above for explanation.
*
* @param item the item to exchange
* @param timed true if the wait is timed
* @param ns if timed, the maximum wait time, else 0L
* @return the other thread's item; or null if either the arena
* was enabled or the thread was interrupted before completion; or
* TIMED_OUT if timed and timed out
*/
private final Object slotExchange(Object item, boolean timed, long ns) {
Node p = participant.get();
Thread t = Thread.currentThread();
if (t.isInterrupted()) // preserve interrupt status so caller can recheck
return null;
for (Node q;;) {
if ((q = slot) != null) {
if (SLOT.compareAndSet(this, q, null)) {
Object v = q.item;
q.match = item;
Thread w = q.parked;
if (w != null)
LockSupport.unpark(w);
return v;
}
// create arena on contention, but continue until slot null
if (NCPU > 1 && bound == 0 &&
BOUND.compareAndSet(this, 0, SEQ))
arena = new Node[(FULL + 2) << ASHIFT];
}
else if (arena != null)
return null; // caller must reroute to arenaExchange
else {
p.item = item;
if (SLOT.compareAndSet(this, null, p))
break;
p.item = null;
}
}
// await release
int h = p.hash;
long end = timed ? System.nanoTime() + ns : 0L;
int spins = (NCPU > 1) ? SPINS : 1;
Object v;
while ((v = p.match) == null) {
if (spins > 0) {
h ^= h << 1; h ^= h >>> 3; h ^= h << 10;
if (h == 0)
h = SPINS | (int)t.threadId();
else if (h < 0 && (--spins & ((SPINS >>> 1) - 1)) == 0)
Thread.yield();
}
else if (slot != p)
spins = SPINS;
else if (!t.isInterrupted() && arena == null &&
(!timed || (ns = end - System.nanoTime()) > 0L)) {
p.parked = t;
if (slot == p) {
if (ns == 0L)
LockSupport.park(this);
else
LockSupport.parkNanos(this, ns);
}
p.parked = null;
}
else if (SLOT.compareAndSet(this, p, null)) {
v = timed && ns <= 0L && !t.isInterrupted() ? TIMED_OUT : null;
break;
}
}
MATCH.setRelease(p, null);
p.item = null;
p.hash = h;
return v;
if (offered != null) // cleanup
p.item = null;
@SuppressWarnings("unchecked") V ret = (v == participant) ? null : (V)v;
return ret;
}
/**
* Creates a new Exchanger.
*/
public Exchanger() {
participant = new Participant();
int h = (ncpu = Runtime.getRuntime().availableProcessors()) >>> 1;
int size = (h == 0) ? 1 : (h > MMASK) ? MMASK + 1 : h;
(arena = new Slot[size])[0] = new Slot();
}
/**
@ -557,17 +468,12 @@ public class Exchanger<V> {
* @throws InterruptedException if the current thread was
* interrupted while waiting
*/
@SuppressWarnings("unchecked")
public V exchange(V x) throws InterruptedException {
Object v;
Node[] a;
Object item = (x == null) ? NULL_ITEM : x; // translate null args
if (((a = arena) != null ||
(v = slotExchange(item, false, 0L)) == null) &&
(Thread.interrupted() || // disambiguates null return
(v = arenaExchange(item, false, 0L)) == null))
throw new InterruptedException();
return (v == NULL_ITEM) ? null : (V)v;
try {
return xchg(x, 0L);
} catch (TimeoutException cannotHappen) {
return null; // not reached
}
}
/**
@ -612,34 +518,24 @@ public class Exchanger<V> {
* @throws TimeoutException if the specified waiting time elapses
* before another thread enters the exchange
*/
@SuppressWarnings("unchecked")
public V exchange(V x, long timeout, TimeUnit unit)
throws InterruptedException, TimeoutException {
Object v;
Object item = (x == null) ? NULL_ITEM : x;
long ns = unit.toNanos(timeout);
if ((arena != null ||
(v = slotExchange(item, true, ns)) == null) &&
(Thread.interrupted() ||
(v = arenaExchange(item, true, ns)) == null))
throw new InterruptedException();
if (v == TIMED_OUT)
throw new TimeoutException();
return (v == NULL_ITEM) ? null : (V)v;
long d = unit.toNanos(timeout) + System.nanoTime();
return xchg(x, (d == 0L) ? 1L : d); // avoid zero deadline
}
// VarHandle mechanics
private static final VarHandle BOUND;
private static final VarHandle SLOT;
private static final VarHandle MATCH;
private static final VarHandle ENTRY;
private static final VarHandle AA;
static {
try {
MethodHandles.Lookup l = MethodHandles.lookup();
BOUND = l.findVarHandle(Exchanger.class, "bound", int.class);
SLOT = l.findVarHandle(Exchanger.class, "slot", Node.class);
MATCH = l.findVarHandle(Node.class, "match", Object.class);
AA = MethodHandles.arrayElementVarHandle(Node[].class);
ENTRY = l.findVarHandle(Slot.class, "entry", Node.class);
AA = MethodHandles.arrayElementVarHandle(Slot[].class);
} catch (ReflectiveOperationException e) {
throw new ExceptionInInitializerError(e);
}

View File

@ -39,6 +39,8 @@ import java.security.AccessController;
import java.security.AccessControlContext;
import java.security.PrivilegedAction;
import java.security.ProtectionDomain;
import jdk.internal.access.JavaLangAccess;
import jdk.internal.access.SharedSecrets;
/**
* A thread managed by a {@link ForkJoinPool}, which executes
@ -202,6 +204,30 @@ public class ForkJoinWorkerThread extends Thread {
}
}
/**
* Returns true if the current task is being executed by a
* ForkJoinWorkerThread that is momentarily known to have one or
* more queued tasks that it could execute immediately. This
* method is approximate and useful only as a heuristic indicator
* within a running task.
*
* @return true if the current task is being executed by a worker
* that has queued work
*/
static boolean hasKnownQueuedWork() {
ForkJoinWorkerThread wt; ForkJoinPool.WorkQueue q, sq;
ForkJoinPool p; ForkJoinPool.WorkQueue[] qs; int i;
Thread c = JLA.currentCarrierThread();
return ((c instanceof ForkJoinWorkerThread) &&
(p = (wt = (ForkJoinWorkerThread)c).pool) != null &&
(q = wt.workQueue) != null &&
(i = q.source) >= 0 && // check local and current source queues
(((qs = p.queues) != null && qs.length > i &&
(sq = qs[i]) != null && sq.top - sq.base > 0) ||
q.top - q.base > 0));
}
private static final JavaLangAccess JLA = SharedSecrets.getJavaLangAccess();
/**
* A worker thread that has no permissions, is not a member of any
* user-defined ThreadGroup, uses the system class loader as

View File

@ -426,8 +426,8 @@ public class LinkedTransferQueue<E> extends AbstractQueue<E>
long deadline = (timed) ? System.nanoTime() + ns : 0L;
boolean upc = isUniprocessor; // don't spin but later recheck
Thread w = Thread.currentThread();
if (w.isVirtual()) // don't spin
spin = false;
if (spin && ForkJoinWorkerThread.hasKnownQueuedWork())
spin = false; // don't spin
int spins = (spin & !upc) ? SPINS : 0; // negative when may park
while ((m = item) == e) {
if (spins >= 0) {