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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-12-14 20:20:30 +00:00

Rethink how computer timeouts are handled

Previously we would compute the current timeout flags every 128
instructions of the Lua machine. While computing these flags is
_relatively_ cheap (just get the current time), it still all adds up.

Instead we now set the timeout flags from the computer monitor/watchdog
thread. This does mean that the monitor thread needs to wake up more
often[^1] _if the queue is full_, otherwise we can sleep for 100ms as
before.

This does mean that pausing is a little less accurate (can technically
take up 2*period instead). This isn't great, but in practice it seems
fine - I've not noticed any playability issues.

This offers a small (but measurable!) boost to computer performance.

[^1]: We currently sleep for scaledPeriod, but we could choose to do less.
This commit is contained in:
Jonathan Coates 2022-05-04 12:30:12 +01:00
parent 6322e72110
commit 65a7370db1
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GPG Key ID: B9E431FF07C98D06
4 changed files with 159 additions and 122 deletions

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@ -13,6 +13,7 @@ import javax.annotation.Nullable;
import java.util.TreeSet; import java.util.TreeSet;
import java.util.concurrent.ThreadFactory; import java.util.concurrent.ThreadFactory;
import java.util.concurrent.TimeUnit; import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.atomic.AtomicReference; import java.util.concurrent.atomic.AtomicReference;
import java.util.concurrent.locks.Condition; import java.util.concurrent.locks.Condition;
import java.util.concurrent.locks.LockSupport; import java.util.concurrent.locks.LockSupport;
@ -49,11 +50,11 @@ import static dan200.computercraft.core.computer.TimeoutState.TIMEOUT;
public final class ComputerThread public final class ComputerThread
{ {
/** /**
* How often the computer thread monitor should run, in milliseconds. * How often the computer thread monitor should run.
* *
* @see Monitor * @see Monitor
*/ */
private static final int MONITOR_WAKEUP = 100; private static final long MONITOR_WAKEUP = TimeUnit.MILLISECONDS.toNanos( 100 );
/** /**
* The target latency between executing two tasks on a single machine. * The target latency between executing two tasks on a single machine.
@ -76,6 +77,13 @@ public final class ComputerThread
*/ */
private static final long LATENCY_MAX_TASKS = DEFAULT_LATENCY / DEFAULT_MIN_PERIOD; private static final long LATENCY_MAX_TASKS = DEFAULT_LATENCY / DEFAULT_MIN_PERIOD;
/**
* Time difference between reporting crashed threads.
*
* @see TaskRunner#reportTimeout(ComputerExecutor, long)
*/
private static final long REPORT_DEBOUNCE = TimeUnit.SECONDS.toNanos( 1 );
/** /**
* Lock used for modifications to the array of current threads. * Lock used for modifications to the array of current threads.
*/ */
@ -102,6 +110,8 @@ public final class ComputerThread
private static final ReentrantLock computerLock = new ReentrantLock(); private static final ReentrantLock computerLock = new ReentrantLock();
private static final Condition hasWork = computerLock.newCondition(); private static final Condition hasWork = computerLock.newCondition();
private static final AtomicInteger idleWorkers = new AtomicInteger( 0 );
private static final Condition monitorWakeup = computerLock.newCondition();
/** /**
* Active queues to execute. * Active queues to execute.
@ -135,7 +145,7 @@ public final class ComputerThread
if( runners == null ) if( runners == null )
{ {
// TODO: Change the runners length on config reloads // TODO: Update this on config reloads. Or possibly on world restarts?
runners = new TaskRunner[ComputerCraft.computerThreads]; runners = new TaskRunner[ComputerCraft.computerThreads];
// latency and minPeriod are scaled by 1 + floor(log2(threads)). We can afford to execute tasks for // latency and minPeriod are scaled by 1 + floor(log2(threads)). We can afford to execute tasks for
@ -227,9 +237,14 @@ public final class ComputerThread
executor.virtualRuntime = Math.max( newRuntime, executor.virtualRuntime ); executor.virtualRuntime = Math.max( newRuntime, executor.virtualRuntime );
boolean wasBusy = isBusy();
// Add to the queue, and signal the workers. // Add to the queue, and signal the workers.
computerQueue.add( executor ); computerQueue.add( executor );
hasWork.signal(); hasWork.signal();
// If we've transitioned into a busy state, notify the monitor. This will cause it to sleep for scaledPeriod
// instead of the longer wakeup duration.
if( !wasBusy && isBusy() ) monitorWakeup.signal();
} }
finally finally
{ {
@ -346,6 +361,17 @@ public final class ComputerThread
return !computerQueue.isEmpty(); return !computerQueue.isEmpty();
} }
/**
* Check if we have more work queued than we have capacity for. Effectively a more fine-grained version of
* {@link #hasPendingWork()}.
*
* @return If the computer threads are busy.
*/
private static boolean isBusy()
{
return computerQueue.size() > idleWorkers.get();
}
/** /**
* Observes all currently active {@link TaskRunner}s and terminates their tasks once they have exceeded the hard * Observes all currently active {@link TaskRunner}s and terminates their tasks once they have exceeded the hard
* abort limit. * abort limit.
@ -356,16 +382,36 @@ public final class ComputerThread
{ {
@Override @Override
public void run() public void run()
{
try
{ {
while( true ) while( true )
{ {
Thread.sleep( MONITOR_WAKEUP ); computerLock.lock();
try
TaskRunner[] currentRunners = ComputerThread.runners;
if( currentRunners != null )
{ {
// If we've got more work than we have capacity for it, then we'll need to pause a task soon, so
// sleep for a single pause duration. Otherwise we only need to wake up to set the soft/hard abort
// flags, which are far less granular.
monitorWakeup.awaitNanos( isBusy() ? scaledPeriod() : MONITOR_WAKEUP );
}
catch( InterruptedException e )
{
ComputerCraft.log.error( "Monitor thread interrupted. Computers may behave very badly!", e );
break;
}
finally
{
computerLock.unlock();
}
checkRunners();
}
}
private static void checkRunners()
{
TaskRunner[] currentRunners = ComputerThread.runners;
if( currentRunners == null ) return;
for( int i = 0; i < currentRunners.length; i++ ) for( int i = 0; i < currentRunners.length; i++ )
{ {
TaskRunner runner = currentRunners[i]; TaskRunner runner = currentRunners[i];
@ -385,6 +431,9 @@ public final class ComputerThread
ComputerExecutor executor = runner.currentExecutor.get(); ComputerExecutor executor = runner.currentExecutor.get();
if( executor == null ) continue; if( executor == null ) continue;
// Refresh the timeout state. Will set the pause/soft timeout flags as appropriate.
executor.timeout.refresh();
// If we're still within normal execution times (TIMEOUT) or soft abort (ABORT_TIMEOUT), // If we're still within normal execution times (TIMEOUT) or soft abort (ABORT_TIMEOUT),
// then we can let the Lua machine do its work. // then we can let the Lua machine do its work.
long afterStart = executor.timeout.nanoCumulative(); long afterStart = executor.timeout.nanoCumulative();
@ -399,7 +448,7 @@ public final class ComputerThread
{ {
// If we've hard aborted and interrupted, and we're still not dead, then mark the runner // If we've hard aborted and interrupted, and we're still not dead, then mark the runner
// as dead, finish off the task, and spawn a new runner. // as dead, finish off the task, and spawn a new runner.
timeoutTask( executor, runner.owner, afterStart ); runner.reportTimeout( executor, afterStart );
runner.running = false; runner.running = false;
runner.owner.interrupt(); runner.owner.interrupt();
@ -418,18 +467,12 @@ public final class ComputerThread
{ {
// If we've hard aborted but we're still not dead, dump the stack trace and interrupt // If we've hard aborted but we're still not dead, dump the stack trace and interrupt
// the task. // the task.
timeoutTask( executor, runner.owner, afterStart ); runner.reportTimeout( executor, afterStart );
runner.owner.interrupt(); runner.owner.interrupt();
} }
} }
} }
} }
}
catch( InterruptedException ignored )
{
}
}
}
/** /**
* Pulls tasks from the {@link #computerQueue} queue and runs them. * Pulls tasks from the {@link #computerQueue} queue and runs them.
@ -441,6 +484,7 @@ public final class ComputerThread
private static final class TaskRunner implements Runnable private static final class TaskRunner implements Runnable
{ {
Thread owner; Thread owner;
long lastReport = Long.MIN_VALUE;
volatile boolean running = true; volatile boolean running = true;
final AtomicReference<ComputerExecutor> currentExecutor = new AtomicReference<>(); final AtomicReference<ComputerExecutor> currentExecutor = new AtomicReference<>();
@ -460,6 +504,7 @@ public final class ComputerThread
computerLock.lockInterruptibly(); computerLock.lockInterruptibly();
try try
{ {
idleWorkers.incrementAndGet();
while( computerQueue.isEmpty() ) hasWork.await(); while( computerQueue.isEmpty() ) hasWork.await();
executor = computerQueue.pollFirst(); executor = computerQueue.pollFirst();
assert executor != null : "hasWork should ensure we never receive null work"; assert executor != null : "hasWork should ensure we never receive null work";
@ -467,6 +512,7 @@ public final class ComputerThread
finally finally
{ {
computerLock.unlock(); computerLock.unlock();
idleWorkers.decrementAndGet();
} }
} }
catch( InterruptedException ignored ) catch( InterruptedException ignored )
@ -516,27 +562,32 @@ public final class ComputerThread
} }
} }
} }
}
private static void timeoutTask( ComputerExecutor executor, Thread thread, long time ) private void reportTimeout( ComputerExecutor executor, long time )
{ {
if( !ComputerCraft.logComputerErrors ) return; if( !ComputerCraft.logComputerErrors ) return;
// Attempt to debounce stack trace reporting, limiting ourselves to one every second.
long now = System.nanoTime();
if( lastReport != Long.MIN_VALUE && now - lastReport - REPORT_DEBOUNCE <= 0 ) return;
lastReport = now;
StringBuilder builder = new StringBuilder() StringBuilder builder = new StringBuilder()
.append( "Terminating computer #" ).append( executor.getComputer().getID() ) .append( "Terminating computer #" ).append( executor.getComputer().getID() )
.append( " due to timeout (running for " ).append( time * 1e-9 ) .append( " due to timeout (running for " ).append( time * 1e-9 )
.append( " seconds). This is NOT a bug, but may mean a computer is misbehaving. " ) .append( " seconds). This is NOT a bug, but may mean a computer is misbehaving. " )
.append( thread.getName() ) .append( owner.getName() )
.append( " is currently " ) .append( " is currently " )
.append( thread.getState() ); .append( owner.getState() );
Object blocking = LockSupport.getBlocker( thread ); Object blocking = LockSupport.getBlocker( owner );
if( blocking != null ) builder.append( "\n on " ).append( blocking ); if( blocking != null ) builder.append( "\n on " ).append( blocking );
for( StackTraceElement element : thread.getStackTrace() ) for( StackTraceElement element : owner.getStackTrace() )
{ {
builder.append( "\n at " ).append( element ); builder.append( "\n at " ).append( element );
} }
ComputerCraft.log.warn( builder.toString() ); ComputerCraft.log.warn( builder.toString() );
} }
}
} }

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@ -86,7 +86,7 @@ public final class TimeoutState
/** /**
* Recompute the {@link #isSoftAborted()} and {@link #isPaused()} flags. * Recompute the {@link #isSoftAborted()} and {@link #isPaused()} flags.
*/ */
public void refresh() public synchronized void refresh()
{ {
// Important: The weird arithmetic here is important, as nanoTime may return negative values, and so we // Important: The weird arithmetic here is important, as nanoTime may return negative values, and so we
// need to handle overflow. // need to handle overflow.
@ -153,7 +153,7 @@ public final class TimeoutState
* *
* @see #nanoCumulative() * @see #nanoCumulative()
*/ */
void pauseTimer() synchronized void pauseTimer()
{ {
// We set the cumulative time to difference between current time and "nominal start time". // We set the cumulative time to difference between current time and "nominal start time".
cumulativeElapsed = System.nanoTime() - cumulativeStart; cumulativeElapsed = System.nanoTime() - cumulativeStart;
@ -163,7 +163,7 @@ public final class TimeoutState
/** /**
* Resets the cumulative time and resets the abort flags. * Resets the cumulative time and resets the abort flags.
*/ */
void stopTimer() synchronized void stopTimer()
{ {
cumulativeElapsed = 0; cumulativeElapsed = 0;
paused = softAbort = hardAbort = false; paused = softAbort = hardAbort = false;

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@ -452,24 +452,9 @@ public class CobaltLuaMachine implements ILuaMachine
// We check our current pause/abort state every 128 instructions. // We check our current pause/abort state every 128 instructions.
if( (count = (count + 1) & 127) == 0 ) if( (count = (count + 1) & 127) == 0 )
{ {
// If we've been hard aborted or closed then abort.
if( timeout.isHardAborted() || state == null ) throw HardAbortError.INSTANCE; if( timeout.isHardAborted() || state == null ) throw HardAbortError.INSTANCE;
if( timeout.isPaused() ) handlePause( ds, di );
timeout.refresh(); if( timeout.isSoftAborted() ) handleSoftAbort();
if( timeout.isPaused() )
{
// Preserve the current state
isPaused = true;
oldInHook = ds.inhook;
oldFlags = di.flags;
// Suspend the state. This will probably throw, but we need to handle the case where it won't.
di.flags |= FLAG_HOOKYIELD | FLAG_HOOKED;
LuaThread.suspend( ds.getLuaState() );
resetPaused( ds, di );
}
handleSoftAbort();
} }
super.onInstruction( ds, di, pc ); super.onInstruction( ds, di, pc );
@ -478,13 +463,10 @@ public class CobaltLuaMachine implements ILuaMachine
@Override @Override
public void poll() throws LuaError public void poll() throws LuaError
{ {
// If we've been hard aborted or closed then abort.
LuaState state = CobaltLuaMachine.this.state; LuaState state = CobaltLuaMachine.this.state;
if( timeout.isHardAborted() || state == null ) throw HardAbortError.INSTANCE; if( timeout.isHardAborted() || state == null ) throw HardAbortError.INSTANCE;
timeout.refresh();
if( timeout.isPaused() ) LuaThread.suspendBlocking( state ); if( timeout.isPaused() ) LuaThread.suspendBlocking( state );
handleSoftAbort(); if( timeout.isSoftAborted() ) handleSoftAbort();
} }
private void resetPaused( DebugState ds, DebugFrame di ) private void resetPaused( DebugState ds, DebugFrame di )
@ -498,11 +480,24 @@ public class CobaltLuaMachine implements ILuaMachine
private void handleSoftAbort() throws LuaError private void handleSoftAbort() throws LuaError
{ {
// If we already thrown our soft abort error then don't do it again. // If we already thrown our soft abort error then don't do it again.
if( !timeout.isSoftAborted() || thrownSoftAbort ) return; if( thrownSoftAbort ) return;
thrownSoftAbort = true; thrownSoftAbort = true;
throw new LuaError( TimeoutState.ABORT_MESSAGE ); throw new LuaError( TimeoutState.ABORT_MESSAGE );
} }
private void handlePause( DebugState ds, DebugFrame di ) throws LuaError, UnwindThrowable
{
// Preserve the current state
isPaused = true;
oldInHook = ds.inhook;
oldFlags = di.flags;
// Suspend the state. This will probably throw, but we need to handle the case where it won't.
di.flags |= FLAG_HOOKYIELD | FLAG_HOOKED;
LuaThread.suspend( ds.getLuaState() );
resetPaused( ds, di );
}
} }
private static final class HardAbortError extends Error private static final class HardAbortError extends Error

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@ -33,10 +33,7 @@ public class ComputerThreadTest
FakeComputerManager.enqueue( computer, timeout -> { FakeComputerManager.enqueue( computer, timeout -> {
assertFalse( timeout.isSoftAborted(), "Should not start soft-aborted" ); assertFalse( timeout.isSoftAborted(), "Should not start soft-aborted" );
long delay = ConcurrentHelpers.waitUntil( () -> { long delay = ConcurrentHelpers.waitUntil( timeout::isSoftAborted );
timeout.refresh();
return timeout.isSoftAborted();
} );
assertThat( "Should be soft aborted", delay * 1e-9, closeTo( 7, 0.5 ) ); assertThat( "Should be soft aborted", delay * 1e-9, closeTo( 7, 0.5 ) );
ComputerCraft.log.info( "Slept for {}", delay ); ComputerCraft.log.info( "Slept for {}", delay );
@ -69,10 +66,7 @@ public class ComputerThreadTest
{ {
Computer computer = FakeComputerManager.create(); Computer computer = FakeComputerManager.create();
FakeComputerManager.enqueue( computer, timeout -> { FakeComputerManager.enqueue( computer, timeout -> {
boolean didPause = ConcurrentHelpers.waitUntil( () -> { boolean didPause = ConcurrentHelpers.waitUntil( timeout::isPaused, 5, TimeUnit.SECONDS );
timeout.refresh();
return timeout.isPaused();
}, 5, TimeUnit.SECONDS );
assertFalse( didPause, "Machine shouldn't have paused within 5s" ); assertFalse( didPause, "Machine shouldn't have paused within 5s" );
computer.shutdown(); computer.shutdown();
@ -90,11 +84,8 @@ public class ComputerThreadTest
long budget = ComputerThread.scaledPeriod(); long budget = ComputerThread.scaledPeriod();
assertEquals( budget, TimeUnit.MILLISECONDS.toNanos( 25 ), "Budget should be 25ms" ); assertEquals( budget, TimeUnit.MILLISECONDS.toNanos( 25 ), "Budget should be 25ms" );
long delay = ConcurrentHelpers.waitUntil( () -> { long delay = ConcurrentHelpers.waitUntil( timeout::isPaused );
timeout.refresh(); assertThat( "Paused within 25ms", delay * 1e-9, closeTo( 0.03, 0.015 ) );
return timeout.isPaused();
} );
assertThat( "Paused within 25ms", delay * 1e-9, closeTo( 0.025, 0.01 ) );
computer.shutdown(); computer.shutdown();
return MachineResult.OK; return MachineResult.OK;