Exchanger 提供一个同步点给其他线程来配对交换数据。每一个线程都会调用exchange 方法并交出自己的元素,等待其他的线程到达交换点来配对,配对后获取和自己配对的线程的元素并返回。它可以看做是 SynchronousQueue 的双向形式。
看个简单的例子:启动两个线程,交换各自的元素列表
/**
* Created by Tangwz on 2018/12/4.
*/
public class TestExchange {
public static void main(String[] args) {
Exchanger<List<Integer>> exchanger = new Exchanger<>();
MyThread myThread1 = new MyThread(exchanger, Arrays.asList(1, 2), "myThread1");
MyThread myThread2 = new MyThread(exchanger, Arrays.asList(2, 3), "myThread2");
myThread1.start();
myThread2.start();
}
private static class MyThread extends Thread {
private Exchanger<List<Integer>> exchanger;
private List<Integer> elements;
private MyThread(Exchanger<List<Integer>> exchanger, List<Integer> elements, String name) {
super(name);
this.exchanger = exchanger;
this.elements = elements;
}
@Override
public void run() {
List<Integer> exchange = new ArrayList<>();
try {
exchange = exchanger.exchange(elements);
} catch (InterruptedException e) {
e.printStackTrace();
}
System.out.println(Thread.currentThread().getName() + ":" + Arrays.deepToString(exchange.toArray()));
}
}
}
输出结果:
myThread1:[2, 3]
myThread2:[1, 2]
exchange 方法,等待其他线程到达交换点(直到被中断),然后把元素x传递给此线程,并接受这个线程的元素返回。
如果其他线程T1早已等待,那么T1恢复执行并接受当前线程传递过来的值,当前线程获取到T1传递的之后立即返回;
如果没有其他线程等待,则阻塞当前线程,等待其他线程到达或者被中断。
public V exchange(V x) throws InterruptedException {
Object v;
Object item = (x == null) ? NULL_ITEM : x; // translate null args
if ((arena != null ||
//竞争平台为空,说明竞争不激烈,只是在单个槽位上进行交换
(v = slotExchange(item, false, 0L)) == null) &&
((Thread.interrupted() || // disambiguates null return
//切换到竞争平台上取
(v = arenaExchange(item, false, 0L)) == null)))
throw new InterruptedException();
return (v == NULL_ITEM) ? null : (V)v;
}
Exchanger 主要属性
//arena 竞争平台中每个槽位之间的字节移位距离
private static final int ASHIFT = 7;
//arena 竞争平台最大可支持的索引下标
private static final int MMASK = 0xff;
//边界字段的序列
private static final int SEQ = MMASK + 1;
private static final int NCPU = Runtime.getRuntime().availableProcessors();
//arena 竞争平台最大可支持的槽位数量,虚拟机可用处理器数量NCPU为4,则FULL为2
static final int FULL = (NCPU >= (MMASK << 1)) ? MMASK : NCPU >>> 1;
//等待被匹配的自旋边界值
private static final int SPINS = 1 << 10;
//exchange API 不允许交换的元素为空
private static final Object NULL_ITEM = new Object();
//超时设置的哨兵
private static final Object TIMED_OUT = new Object();
/**
* Nodes hold partially exchanged data, plus other per-thread
* bookkeeping. Padded via @sun.misc.Contended to reduce memory
* contention.
*/
@sun.misc.Contended static final class Node {
//arena的下标
int index; // Arena index
//上一次Exchanger.bound的值
int bound; // Last recorded value of Exchanger.bound
//当前bound下CAS失败的次数
int collides; // Number of CAS failures at current bound
//自旋用的伪随机数
int hash; // Pseudo-random for spins
Object item; // This thread's current item
//其他和此节点交换的线程会把自己的元素放入到这里
volatile Object match; // Item provided by releasing thread
//当前线程如果没等到其他交换线程来交换,设置当前线程到这里
volatile Thread parked; // Set to this thread when parked, else null
}
/** The corresponding thread local class */
static final class Participant extends ThreadLocal<Node> {
public Node initialValue() { return new Node(); }
}
//每个线程的状态
private final Participant participant;
//竞争平台
private volatile Node[] arena;
//槽 用于竞争交换元素
private volatile Node slot;
//竞争平台最大有效索引
private volatile int bound;
//获取数组第一个元素的偏移地址
private static final int ABASE;
private static final sun.misc.Unsafe U;
static{
U = sun.misc.Unsafe.getUnsafe();
Class<?> ak = Node[].class;
// ABASE absorbs padding in front of element 0
ABASE= U.arrayBaseOffset(ak) + (1 << ASHIFT);
}
单节点交换
/**
* 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) {
//participant ThreadLocal<Node>
Node p = participant.get();
Thread t = Thread.currentThread();
//如果交换前被中断,则退出
if (t.isInterrupted()) // preserve interrupt status so caller can recheck
return null;
for (Node q;;) {
if ((q = slot) != null) {
//已经有线程到达交换点,尝试交换
if (U.compareAndSwapObject(this, SLOT, q, null)) {
//获取交换点线程传递的元素
Object v = q.item;
//设置自己的元素给交换点
q.match = item;
Thread w = q.parked;
//若交换点的线程被阻塞,唤醒它
if (w != null)
U.unpark(w);
return v;
}
//若失败,说明有其他线程竞争匹配到了处于交换点的线程
// create arena on contention, but continue until slot null
if (NCPU > 1 && bound == 0 &&
U.compareAndSwapInt(this, BOUND, 0, SEQ))
//多处理器,创建一个竞争平台,给当前线程再新增一个槽位
//初始化的实际可用槽个数为(FULL+2)
arena = new Node[(FULL + 2) << ASHIFT];
}
//没有线程到达交换点执行到这里
else if (arena != null)
//平台不为空,切换到平台上去竞争
return null; // caller must reroute to arenaExchange
else {
p.item = item;
//尝试将自己设置成 SLOT
if (U.compareAndSwapObject(this, SLOT, null, p))
//退出循环,等待被匹配
break;
//若竞争失败,重新循环
p.item = null;
}
}
// await release
//等待被匹配,先自旋一下,不阻塞
int h = p.hash;
long end = timed ? System.nanoTime() + ns : 0L;
//按照实际的机器配置设置循环次数
int spins = (NCPU > 1) ? SPINS : 1;
Object v;
//检查有没有被匹配
while ((v = p.match) == null) {
//没有其他线程进来匹配,自旋
if (spins > 0) {
//生成伪随机数
h ^= h << 1; h ^= h >>> 3; h ^= h << 10;
if (h == 0)
h = SPINS | (int)t.getId();
else if (h < 0 && (--spins & ((SPINS >>> 1) - 1)) == 0)
Thread.yield();
}
else if (slot != p)
//其他线程匹配了本线程,但是还没有修改 match 字段,再自旋等待一下
spins = SPINS;
else if (!t.isInterrupted() && arena == null &&
(!timed || (ns = end - System.nanoTime()) > 0L)) {
//没有被中断且竞争平台为空且没有超时
U.putObject(t, BLOCKER, this);
p.parked = t;
//判断有没有被匹配
if (slot == p)
//还没有被配置,阻塞本线程
U.park(false, ns);
//恢复执行后,清空 parked 和 BLOCKER 字段
p.parked = null;
U.putObject(t, BLOCKER, null);
}
//上面判断不通过,先清空 SLOT
else if (U.compareAndSwapObject(this, SLOT, p, null)) {
//判断是超时还是中断,返回不同的信息
v = timed && ns <= 0L && !t.isInterrupted() ? TIMED_OUT : null;
break;
}
}
//被匹配,清空 MATCH 字段
U.putOrderedObject(p, MATCH, null);
p.item = null;
p.hash = h;
//返回交换过来的元素
return v;
}
上面如果说竞争激烈,槽位不足以两两交换,那么转移到竞争平台上取交换数据。
看上面初始化的代码
arena = new Node[(FULL + 2) << ASHIFT];
偏移 ASHIFT 是为了保证两个槽不会在同一个缓存行,避免伪共享。
什么是伪共享?
CPU核心间交换数据以缓存行为最小单位,多个变量会被放入一个缓存行,这个缓存行可以被许多线程访问,任何一个线程修改缓存行内的某个数据,根据缓存一致性协议,其他线程需要重新加载整个缓存行。
如何避免伪共享?
第一种方式,创建一个变量的时候使用填充字段填充该变量所在的缓存行,这样就避免了多个变量存在同一个缓存行;
第二种,java8提供了 @Contended 注解,这个注解暗示JVM应当将字段放入不同的缓存行。
在竞争平台上进行数据交换,这部分代码较为复杂,这里只看个大概。
/**
* Exchange function when arenas enabled. 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
*/
private final Object arenaExchange(Object item, boolean timed, long ns) {
Node[] a = arena;
Node p = participant.get();
for (int i = p.index;;) { // access slot at i
int b, m, c; long j; // j is raw array offset
//根据自己目前的index到平台中去找相应位置的槽做交换
Node q = (Node)U.getObjectVolatile(a, j = (i << ASHIFT) + ABASE);
//判断槽点有无其它线程进来,并尝试交换
if (q != null && U.compareAndSwapObject(a, j, q, null)) {
//交换,并唤醒槽点线程,返回
Object v = q.item; // release
q.match = item;
Thread w = q.parked;
if (w != null)
U.unpark(w);
return v;
}
//无线程等待交换
else if (i <= (m = (b = bound) & MMASK) && q == null) {
p.item = item; // offer
//尝试将自己设置成槽点等待其他线程进来
if (U.compareAndSwapObject(a, j, null, p)) {
long end = (timed && m == 0) ? System.nanoTime() + ns : 0L;
Thread t = Thread.currentThread(); // wait
//设置成功之后自旋
for (int h = p.hash, spins = SPINS;;) {
Object v = p.match;
//若自旋期间有线程进来匹配,获取后退出
if (v != null) {
U.putOrderedObject(p, MATCH, null);
p.item = null; // clear for next use
p.hash = h;
return v;
}
else if (spins > 0) {
h ^= h << 1; h ^= h >>> 3; h ^= h << 10; // xorshift
if (h == 0) // initialize hash
h = SPINS | (int)t.getId();
else if (h < 0 && // approx 50% true
(--spins & ((SPINS >>> 1) - 1)) == 0)
Thread.yield(); // two yields per wait
}
//匹配了但是还没有设置 match 继续自旋
else if (U.getObjectVolatile(a, j) != p)
spins = SPINS; // releaser hasn't set match yet
//m减小到0说明平台上的槽位都不能和自己进行匹配
else if (!t.isInterrupted() && m == 0 &&
(!timed ||
(ns = end - System.nanoTime()) > 0L)) {
//自旋一段时间后,判断是否阻塞自己
U.putObject(t, BLOCKER, this); // emulate LockSupport
p.parked = t; // minimize window
if (U.getObjectVolatile(a, j) == p)
U.park(false, ns);
p.parked = null;
U.putObject(t, BLOCKER, null);
}
//准备调到下个槽位试试
else if (U.getObjectVolatile(a, j) == p &&
U.compareAndSwapObject(a, j, p, null)) {
if (m != 0) // try to shrink
U.compareAndSwapInt(this, BOUND, b, b + SEQ - 1);
p.item = null;
p.hash = h;
//修改自己在平台上的索引
i = p.index >>>= 1; // descend
if (Thread.interrupted())
return null;
if (timed && m == 0 && ns <= 0L)
return TIMED_OUT;
break; // expired; restart
}
}
}
else
//设置成槽位交换点失败,清空 item
p.item = null; // clear offer
}
//i不在有效值范围,重新更新i值
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 ||
!U.compareAndSwapInt(this, BOUND, b, b + SEQ + 1)) {
p.collides = c + 1;
i = (i == 0) ? m : i - 1; // cyclically traverse
}
else
i = m + 1; // grow
p.index = i;
}
}
}
Exchanger 和 SynchronousQueue 的区别
SynchronousQueue 匹配发生在队列头节点,操作类型不匹配才会进行配对,某一类操作较多的话会进入到阻塞队列;
Exchanger 不区分生产者和消费者,只要是节点都可以交换,所有线程先在单个槽点上交换,若并发量大则另外在平台上开辟槽点给线程进行交换,匹配的操作在所有槽点上。