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生产者消费者竞争条件

[英]Producer Consumer race conditions

我遇到了比赛条件的问题。 它们在我写注释的代码示例中进行了概述// POSSIBLE RACE 这个设计是我自己想出来的,但它有种族问题,我不知道如何克服它们。 也许使用信号量是错误的选择。

场景:生产者应该在数据库队列中有作业并且消费者仍在处理作业时生产作业。 如果消费者完成了处理工作,生产者应该释放所有消费者,生产者和消费者应该退出。

如何解决以下问题,以便我可以拥有一个消费者池和一个生产者,其中生产者向消费者发出信号,何时检查队列以获取更多项目(如果它们已用完)?

我应该使用不同的模式吗? 我应该使用 Semaphore、Mutex 还是其他类型的锁定机制?

谢谢您的帮助。 很长一段时间以来,我一直在尝试解决这个问题。

小提琴: https://dotnetfiddle.net/Widget/SeNqQx

public class Producer
{
    readonly int processorCount = Environment.ProcessorCount;
    readonly List<Consumer> consumers = new List<Consumer>();
    ConcurrentQueue<Job> jobs;
    readonly object queueLock = new object();
    readonly Semaphore producerSemaphore;
    readonly Semaphore consumerSemaphore;

    public Producer()
    {
        producerSemaphore = new Semaphore(1, 1);
        consumerSemaphore = new Semaphore(processorCount, processorCount);
    }

    public void StartTask()
    {
        jobs = GetJobs();
        using (var resetEvent = new ManualResetEvent(false))
        {
            for (var i = 0; i < processorCount; i++)
            {
                var consumer = new Consumer(jobs, queueLock, producerSemaphore, consumerSemaphore);
                consumers.Add(consumer);
                QueueConsumer(consumer, processorCount, resetEvent);
            }

            AddJobsToQueueWhenAvailable(resetEvent);
            resetEvent.WaitOne(); // waits for QueueConsumer(..) to finish
        }
    }

    private ConcurrentQueue<Job> GetJobs(){
        var q = new ConcurrentQueue<Job>();
        for (var i = 0; i < 5; i++) q.Enqueue(new Job()); // this usually comes from DB queue
        return q;
    }

    private void QueueConsumer(Consumer consumer, int numberOfThreadsRunning, ManualResetEvent resetEvent)
    {
        ThreadPool.QueueUserWorkItem(_ =>
        {
            try
            {
                consumer.StartJob();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Exception occurred " + ex);
            }
            finally
            {

                // Safely decrement the counter
                if (Interlocked.Decrement(ref numberOfThreadsRunning) == 0)
                {
                        resetEvent.Set();
                }
            }
        });
    }
    private void AddJobsToQueueWhenAvailable(ManualResetEvent resetEvent)
    {
        ThreadPool.QueueUserWorkItem(_ =>
        {
            while (true) // TODO - replace with cancellation token
            {
                // lock queue - so that no workers will steal another workers item
                lock (queueLock)
                {
                    // check that at least 1 worker is still active
                    if (consumers.TrueForAll(w => !w.IsRunning))
                    {
                        // all jobs complete - release all locks if 0 workers active
                        consumerSemaphore.Release(processorCount);
                        return;
                    }

                    // poll for new items that have been added to the queue
                    var newJobs = GetJobs();

                    // for each item:
                    foreach (var job in newJobs)
                    {
                        // add item to queue
                        jobs.Enqueue(job);

                        // If we have any workers halted, let them know there are new items!
                        if (consumers.Any(w => !w.IsRunning))
                        {
                            // POSSIBLE RACE - Consumer may set IsRunning=false, but haven't called wait yet!
                            // signal worker to continue via semaphore
                            consumerSemaphore.Release(1);
                            // wait until worker thread wakes up and takes item before unlocking queue
                            producerSemaphore.WaitOne();
                        }
                    }
                } // unlock queue

                // sleep for a bit
                Thread.Sleep(500); // TODO - replace with cancellation token
            }
        });
    }
}

public class Consumer
{
    public bool IsRunning;
    ConcurrentQueue<Job> jobs;
    private object queueLock;
    private Semaphore producerSemaphore;
    private Semaphore consumerSemaphore;

    public Consumer(ConcurrentQueue<Job> jobs, object queueLock, Semaphore producerSemaphore, Semaphore consumerSemaphore)
    {
        this.jobs = jobs;
        this.queueLock = queueLock;
        this.producerSemaphore = producerSemaphore;
        this.consumerSemaphore = consumerSemaphore;
    }

    public void StartJob() {
        while(TryGetNextJob(out var job)) {
            // do stuff with job
        }
    }

    private bool TryGetNextJob(out Job nextJob)
    {
        // lock to prevent producer from producing items before we've had a chance to wait
        lock (queueLock)
        {
            if (jobs.TryDequeue(out nextJob))
                return true; // we have an item - let's process it

            // worker halted
            IsRunning = false;
        }

        // wait for signal from producer
        consumerSemaphore.WaitOne();

        // once received signal, there should be a new item in the queue - if there is not item, it means all children are finished
        var itemDequeued = jobs.TryDequeue(out nextJob);
        if (!itemDequeued)
        {
            return false; // looks like it's time to exit
        }

        // another item for us to process 
        IsRunning = true;
        // let producer know it's safe to release queueLock        
        producerSemaphore.Release(); // POSSIBLE RACE - producer may not have locked yet! (WaitOne)

        return true;
    }

}

public class Job { }

我建议看一下BlockingCollection 然而,许多消费者线程可能会调用Take ,如果有项目将被返回,如果没有,线程将阻塞。 它还支持设置容量限制,以在超出容量时使添加线程阻塞。

这应该消除对信号量和重置事件的需求,并使代码整体更简单。 有关更完整的描述,请参阅阻塞收集和生产者-消费者问题。

谢谢您的帮助。 我一定会调查BlockingCollection

所以我实际上离我想要的并不远。 我只需要阅读更多关于信号量(使用正确的初始计数进行初始化)的内容,代码才能正常工作,以及其他一些零碎的内容。 搜索EDIT以查看发生了什么变化。 工作解决方案:

public class Producer
{
    readonly int processorCount = Environment.ProcessorCount;
    readonly List<Consumer> consumers = new List<Consumer>();
    ConcurrentQueue<Job> jobs;
    readonly object queueLock = new object();
    readonly Semaphore producerSemaphore;
    readonly Semaphore consumerSemaphore;
    int numberOfThreadsRunning;

    public Producer()
    {
        producerSemaphore = new Semaphore(0, 1); // EDIT - MUST START WITH 0 INITIALLY
        consumerSemaphore = new Semaphore(0, processorCount); // EDIT - MUST START WITH 0 INITIALLY
        numberOfThreadsRunning = processorCount; // EDIT - take copy so that Interlocked.Decrement references the same int variable in memory
    }

    public void StartTask()
    {
        jobs = GetJobs();
        using (var resetEvent = new ManualResetEvent(false))
        {
            for (var i = 0; i < processorCount; i++)
            {
                var consumer = new Consumer(jobs, queueLock, producerSemaphore, consumerSemaphore);
                consumers.Add(consumer);
                QueueConsumer(consumer, resetEvent);
            }

            AddJobsToQueueWhenAvailable(resetEvent);
            resetEvent.WaitOne(); // waits for QueueConsumer(..) to finish
        }
    }

    private ConcurrentQueue<Job> GetJobs(){
        var q = new ConcurrentQueue<Job>();
        for (var i = 0; i < 5; i++) q.Enqueue(new Job()); // this usually comes from DB queue
        return q;
    }

    private void QueueConsumer(Consumer consumer, ManualResetEvent resetEvent)
    {
        ThreadPool.QueueUserWorkItem(_ =>
        {
            try
            {
                consumer.StartJob();
            }
            catch (Exception ex)
            {
                lock (queueLock)
                {
                    consumers.Remove(worker);
                }
                Console.WriteLine("Exception occurred " + ex);
            }
            finally
            {

                // Safely decrement the counter
                if (Interlocked.Decrement(ref numberOfThreadsRunning) == 0)
                {
                        resetEvent.Set();
                }
            }
        });
    }
    private void AddJobsToQueueWhenAvailable(ManualResetEvent resetEvent)
    {
        ThreadPool.QueueUserWorkItem(_ =>
        {
            while (true) // TODO - replace with cancellation token
            {
                // lock queue - so that no workers will steal another workers item
                lock (queueLock)
                {
                    // check that at least 1 worker is still active
                    if (consumers.TrueForAll(w => !w.IsRunning))
                    {
                        // all jobs complete - release all locks if 0 workers active
                        consumerSemaphore.Release(processorCount);
                        return;
                    }

                    // poll for new items that have been added to the queue
                    var newJobs = GetJobs();

                    // for each item:
                    foreach (var job in newJobs)
                    {
                        // add item to queue
                        jobs.Enqueue(job);

                        // If we have any workers halted, let them know there are new items!
                        if (consumers.Any(w => !w.IsRunning))
                        {
                            // POSSIBLE RACE - Consumer may set IsRunning=false, but haven't called wait yet!
                            // EDIT - Ordering does not matter. If semaphore is Released() before WaitOne() is 
                            //        called, then consumer will just continue as soon as it calls WaitOne()
                            // signal worker to continue via semaphore
                            consumerSemaphore.Release();
                            // wait until worker thread wakes up and takes item before unlocking queue
                            producerSemaphore.WaitOne();
                        }
                    }
                } // unlock queue

                // sleep for a bit
                Thread.Sleep(500); // TODO - replace with cancellation token
            }
        });
    }
}

public class Consumer
{
    public bool IsRunning;
    ConcurrentQueue<Job> jobs;
    private object queueLock;
    private Semaphore producerSemaphore;
    private Semaphore consumerSemaphore;

    public Consumer(ConcurrentQueue<Job> jobs, object queueLock, Semaphore producerSemaphore, Semaphore consumerSemaphore)
    {
        this.jobs = jobs;
        this.queueLock = queueLock;
        this.producerSemaphore = producerSemaphore;
        this.consumerSemaphore = consumerSemaphore;
        CurrentlyProcessing = true; // EDIT - must default to true so producer doesn't exit prematurely

    }

    public void StartJob() {
        while(TryGetNextJob(out var job)) {
            // do stuff with job
        }
    }

    private bool TryGetNextJob(out Job nextJob)
    {
        // lock to prevent producer from producing items before we've had a chance to wait
        lock (queueLock)
        {
            if (jobs.TryDequeue(out nextJob))
                return true; // we have an item - let's process it

            // worker halted
            IsRunning = false;
        }

        // wait for signal from producer
        consumerSemaphore.WaitOne();

        // once received signal, there should be a new item in the queue - if there is not item, it means all children are finished
        var itemDequeued = jobs.TryDequeue(out nextJob);
        if (!itemDequeued)
        {
            return false; // looks like it's time to exit
        }

        // another item for us to process 
        IsRunning = true;
        // let producer know it's safe to release queueLock        
        producerSemaphore.Release(); // POSSIBLE RACE - producer may not have locked yet! (WaitOne)
        // EDIT - Order does not matter. If we call Release() before producer calls WaitOne(), then
        //        Producer will just continue as soon as it calls WaitOne().

        return true;
    }

}

public class Job { }

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