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https://github.com/SquidDev-CC/CC-Tweaked
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Document everything, and several further improvements
- Only update all runtimes and the minimum runtime when queuing new exectors. We only need to update the current executor's runtime. - Fix overflows when comparing times within TimeoutState. System.nanotime() may (though probably won't) return negative values. - Hopefully explain how the scheduler works a little bit.
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@ -10,7 +10,6 @@ import dan200.computercraft.ComputerCraft;
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import dan200.computercraft.shared.util.ThreadUtils;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import java.util.TreeSet;
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import java.util.concurrent.ThreadFactory;
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import java.util.concurrent.TimeUnit;
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@ -26,7 +25,26 @@ import static dan200.computercraft.core.computer.TimeoutState.TIMEOUT;
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* Responsible for running all tasks from a {@link Computer}.
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*
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* This is split into two components: the {@link TaskRunner}s, which pull an executor from the queue and execute it, and
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* a single {@link Monitor} which observes all runners and kills them if they are behaving badly.
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* a single {@link Monitor} which observes all runners and kills them if they have not been terminated by
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* {@link TimeoutState#isSoftAborted()}.
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*
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* Computers are executed using a priority system, with those who have spent less time executing having a higher
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* priority than those hogging the thread. This, combined with {@link TimeoutState#isPaused()} means we can reduce the
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* risk of badly behaved computers stalling execution for everyone else.
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*
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* This is done using an implementation of Linux's Completely Fair Scheduler. When a computer executes, we compute what
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* share of execution time it has used (time executed/number of tasks). We then pick the computer who has the least
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* "virtual execution time" (aka {@link ComputerExecutor#virtualRuntime}).
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*
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* When adding a computer to the queue, we make sure its "virtual runtime" is at least as big as the smallest runtime.
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* This means that adding computers which have slept a lot do not then have massive priority over everyone else. See
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* {@link #queue(ComputerExecutor)} for how this is implemented.
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*
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* In reality, it's unlikely that more than a few computers are waiting to execute at once, so this will not have much
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* effect unless you have a computer hogging execution time. However, it is pretty effective in those situations.
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*
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* @see TimeoutState For how hard timeouts are handled.
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* @see ComputerExecutor For how computers actually do execution.
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*/
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public class ComputerThread
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{
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@ -116,7 +134,7 @@ public class ComputerThread
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if( runners == null )
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{
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// TODO: Change the runners lenght on config reloads
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// TODO: Change the runners length on config reloads
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runners = new TaskRunner[ComputerCraft.computer_threads];
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// latency and minPeriod are scaled by 1 + floor(log2(threads)). We can afford to execute tasks for
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@ -172,7 +190,10 @@ public class ComputerThread
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}
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/**
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* Mark a computer as having work, enqueuing it on the thread.
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* Mark a computer as having work, enqueuing it on the thread
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*
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* You must be holding {@link ComputerExecutor}'s {@code queueLock} when calling this method - it should only
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* be called from {@code enqueue}.
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*
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* @param executor The computer to execute work on.
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*/
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@ -184,7 +205,7 @@ public class ComputerThread
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if( executor.onComputerQueue ) throw new IllegalStateException( "Cannot queue already queued executor" );
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executor.onComputerQueue = true;
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updateRuntimes( null );
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updateRuntimes();
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// We're not currently on the queue, so update its current execution time to
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// ensure its at least as high as the minimum.
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@ -215,23 +236,25 @@ public class ComputerThread
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/**
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* Update the {@link ComputerExecutor#virtualRuntime}s of all running tasks, and then increment the
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* {@link #minimumVirtualRuntime} of the executor.
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* Update the {@link ComputerExecutor#virtualRuntime}s of all running tasks, and then update the
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* {@link #minimumVirtualRuntime} based on the current tasks.
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*
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* This is called before queueing tasks, to ensure that {@link #minimumVirtualRuntime} is up-to-date.
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*/
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private static void updateRuntimes( @Nullable ComputerExecutor current )
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private static void updateRuntimes()
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{
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long minRuntime = Long.MAX_VALUE;
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// If we've a task on the queue, use that as our base time.
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if( !computerQueue.isEmpty() ) minRuntime = computerQueue.first().virtualRuntime;
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long now = System.nanoTime();
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int tasks = 1 + computerQueue.size();
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// Update all the currently executing tasks
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TaskRunner[] currentRunners = runners;
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if( currentRunners != null )
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{
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long now = System.nanoTime();
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int tasks = 1 + computerQueue.size();
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for( TaskRunner runner : currentRunners )
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{
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if( runner == null ) continue;
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@ -245,12 +268,6 @@ public class ComputerThread
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}
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}
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// And update the most recently executed one if set.
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if( current != null )
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{
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minRuntime = Math.min( minRuntime, current.virtualRuntime += (now - current.vRuntimeStart) / tasks );
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}
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if( minRuntime > minimumVirtualRuntime && minRuntime < Long.MAX_VALUE )
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{
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minimumVirtualRuntime = minRuntime;
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@ -258,7 +275,8 @@ public class ComputerThread
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}
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/**
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* Re-add this task to the queue
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* Ensure the "currently working" state of the executor is reset, the timings are updated, and then requeue the
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* executor if needed.
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*
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* @param runner The runner this task was on.
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* @param executor The executor to requeue
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@ -278,11 +296,14 @@ public class ComputerThread
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computerLock.lock();
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try
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{
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updateRuntimes( executor );
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// Update the virtual runtime of this task.
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long now = System.nanoTime();
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executor.virtualRuntime += (now - executor.vRuntimeStart) / (1 + computerQueue.size());
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// Add to the queue, and signal the workers.
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// If we've no more tasks, just return.
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if( !executor.afterWork() ) return;
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// Otherwise, add to the queue, and signal any waiting workers.
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computerQueue.add( executor );
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hasWork.signal();
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}
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@ -6,6 +6,9 @@
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package dan200.computercraft.core.computer;
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import dan200.computercraft.core.lua.ILuaMachine;
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import dan200.computercraft.core.lua.MachineResult;
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import java.util.concurrent.TimeUnit;
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/**
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@ -22,8 +25,13 @@ import java.util.concurrent.TimeUnit;
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* abort ({@link #ABORT_TIMEOUT}), we trigger a hard abort (note, this is done from the computer thread manager). This
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* will destroy the entire Lua runtime and shut the computer down.
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*
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* The Lua runtime is also allowed to pause execution if there are other computers contesting for work. All computers
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* are allowed to run for {@link ComputerThread#scaledPeriod()} nanoseconds (see {@link #currentDeadline}). After that
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* period, if any computers are waiting to be executed then we'll set the paused flag to true ({@link #isPaused()}.
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*
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* @see ComputerThread
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* @see dan200.computercraft.core.lua.ILuaMachine
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* @see ILuaMachine
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* @see MachineResult#isPause()
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*/
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public final class TimeoutState
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{
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@ -81,9 +89,11 @@ public final class TimeoutState
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*/
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public void refresh()
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{
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// Important: The weird arithmetic here is important, as nanoTime may return negative values, and so we
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// need to handle overflow.
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long now = System.nanoTime();
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if( !paused ) paused = now >= currentDeadline && ComputerThread.hasPendingWork();
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if( !softAbort ) softAbort = (now - cumulativeStart) >= TIMEOUT;
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if( !paused ) paused = currentDeadline - now <= 0 && ComputerThread.hasPendingWork(); // now >= currentDeadline
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if( !softAbort ) softAbort = (now - cumulativeStart - TIMEOUT) >= 0; // now - cumulativeStart >= TIMEOUT
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}
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/**
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