Worker thread suspend / resume implementation - multithreading

In my attempt to add suspend / resume functionality to my Worker [thread] class, I've happened upon an issue that I cannot explain. (C++1y / VS2015)
The issue looks like a deadlock, however I cannot seem to reproduce it once a debugger is attached and a breakpoint is set before a certain point (see #1) - so it looks like it's a timing issue.
The fix that I could find (#2) doesn't make a lot of sense to me because it requires to hold on to a mutex longer and where client code might attempt to acquire other mutexes, which I understand to actually increase the chance of a deadlock.
But it does fix the issue.
The Worker loop:
Job* job;
while (true)
{
{
std::unique_lock<std::mutex> lock(m_jobsMutex);
m_workSemaphore.Wait(lock);
if (m_jobs.empty() && m_finishing)
{
break;
}
// Take the next job
ASSERT(!m_jobs.empty());
job = m_jobs.front();
m_jobs.pop_front();
}
bool done = false;
bool wasSuspended = false;
do
{
// #2
{ // Removing this extra scoping seemingly fixes the issue BUT
// incurs us holding on to m_suspendMutex while the job is Process()ing,
// which might 1, be lengthy, 2, acquire other locks.
std::unique_lock<std::mutex> lock(m_suspendMutex);
if (m_isSuspended && !wasSuspended)
{
job->Suspend();
}
wasSuspended = m_isSuspended;
m_suspendCv.wait(lock, [this] {
return !m_isSuspended;
});
if (wasSuspended && !m_isSuspended)
{
job->Resume();
}
wasSuspended = m_isSuspended;
}
done = job->Process();
}
while (!done);
}
Suspend / Resume is just:
void Worker::Suspend()
{
std::unique_lock<std::mutex> lock(m_suspendMutex);
ASSERT(!m_isSuspended);
m_isSuspended = true;
}
void Worker::Resume()
{
{
std::unique_lock<std::mutex> lock(m_suspendMutex);
ASSERT(m_isSuspended);
m_isSuspended = false;
}
m_suspendCv.notify_one(); // notify_all() doesn't work either.
}
The (Visual Studio) test:
struct Job: Worker::Job
{
int durationMs = 25;
int chunks = 40;
int executed = 0;
bool Process()
{
auto now = std::chrono::system_clock::now();
auto until = now + std::chrono::milliseconds(durationMs);
while (std::chrono::system_clock::now() < until)
{ /* busy, busy */
}
++executed;
return executed < chunks;
}
void Suspend() { /* nothing here */ }
void Resume() { /* nothing here */ }
};
auto worker = std::make_unique<Worker>();
Job j;
worker->Enqueue(j);
std::this_thread::sleep_for(std::chrono::milliseconds(j.durationMs)); // Wait at least one chunk.
worker->Suspend();
Assert::IsTrue(j.executed < j.chunks); // We've suspended before we finished.
const int testExec = j.executed;
std::this_thread::sleep_for(std::chrono::milliseconds(j.durationMs * 4));
Assert::IsTrue(j.executed == testExec); // We haven't moved on.
// #1
worker->Resume(); // Breaking before this call means that I won't see the issue.
worker->Finalize();
Assert::IsTrue(j.executed == j.chunks); // Now we've finished.
What am I missing / doing wrong? Why does the Process()ing of the job have to be guarded by the suspend mutex?
EDIT: Resume() should not have been holding on to the mutex at the time of notification; that's fixed -- the issue persists.

Of course the Process()ing of the job does not have to be guarded by the suspend mutex.
The access of j.executed - for the asserts as well as for the incrementing - however does need to be synchronized (either by making it an std::atomic<int> or by guarding it with a mutex etc.).
It's still not clear why the issue manifested the way it did (since I'm not writing to the variable on the main thread) -- might be a case of undefined behaviour propagating backwards in time.

Related

Creating new thread causing exception

I have a timer that will create a new thread and wait for the timer to expire before calling the notify function. It works correctly during the first execution, but when the timer is started a second time, an exception is thrown trying to create the new thread. The debug output shows that the previous thread has exited before attempting to create the new thread.
Timer.hpp:
class TestTimer
{
private:
std::atomic<bool> active;
int timer_duration;
std::thread thread;
std::mutex mtx;
std::condition_variable cv;
void timer_func();
public:
TestTimer() : active(false) {};
~TestTimer() {
Stop();
}
TestTimer(const TestTimer&) = delete; /* Remove the copy constructor */
TestTimer(TestTimer&&) = delete; /* Remove the move constructor */
TestTimer& operator=(const TestTimer&) & = delete; /* Remove the copy assignment operator */
TestTimer& operator=(TestTimer&&) & = delete; /* Remove the move assignment operator */
bool IsActive();
void StartOnce(int TimerDurationInMS);
void Stop();
virtual void Notify() = 0;
};
Timer.cpp:
void TestTimer::timer_func()
{
auto expire_time = std::chrono::steady_clock::now() + std::chrono::milliseconds(timer_duration);
std::unique_lock<std::mutex> lock{ mtx };
while (active.load())
{
if (cv.wait_until(lock, expire_time) == std::cv_status::timeout)
{
lock.unlock();
Notify();
Stop();
lock.lock();
}
}
}
bool TestTimer::IsActive()
{
return active.load();
}
void TestTimer::StartOnce(int TimerDurationInMS)
{
if (!active.load())
{
if (thread.joinable())
{
thread.join();
}
timer_duration = TimerDurationInMS;
active.store(true);
thread = std::thread(&TestTimer::timer_func, this);
}
else
{
Stop();
StartOnce(TimerDurationInMS);
}
}
void TestTimer::Stop()
{
if (active.load())
{
std::lock_guard<std::mutex> _{ mtx };
active.store(false);
cv.notify_one();
}
}
The error is being thrown from my code block here:
thread = std::thread(&TestTimer::timer_func, this);
during the second execution.
Specifically, the error is being thrown from the move_thread function: _Thr = _Other._Thr;
thread& _Move_thread(thread& _Other)
{ // move from _Other
if (joinable())
_XSTD terminate();
_Thr = _Other._Thr;
_Thr_set_null(_Other._Thr);
return (*this);
}
_Thrd_t _Thr;
};
And this is the exception: Unhandled exception at 0x76ED550B (ucrtbase.dll) in Sandbox.exe: Fatal program exit requested.
Stack trace:
thread::move_thread(std::thread &_Other)
thread::operator=(std::thread &&_Other)
TestTimer::StartOnce(int TimerDurationInMS)
If it's just a test
Make sure the thread handler is empty or joined when calling the destructor.
Make everything that can be accessed from multiple threads thread safe (specifically, reading the active flag). Simply making it an std::atomic_flag should do.
It does seem like you are killing a thread handle pointing to a live thread, but hard to say without seeing the whole application.
If not a test
...then generally, when need a single timer, recurreing or not, you can just go away with scheduling an alarm() signal into itself. You remain perfectly single threaded and don't even need to link with the pthread library. Example here.
And when expecting to need more timers and stay up for a bit it is worth to drop an instance of boost::asio::io_service (or asio::io_service if you need a boost-free header-only version) into your application which has mature production-ready timers support. Example here.
You create the TestTimer and run it the first time via TestTimer::StartOnce, where you create a thread (at the line, which later throws the exception). When the thread finishes, it sets active = false; in timer_func.
Then you call TestTimer::StartOnce a second time. As active == false, Stop() is not called on the current thread, and you proceed to creating a new thread in thread = std::thread(&TestTimer::timer_func, this);.
And then comes the big but:
You have not joined the first thread before creating the second one. And that's why it throws an exception.

How to search through next available thread to do computation

I am doing multithreading in C++. This may be something very standard but I can't seem to find it anywhere or know any key terms to search for it online.
I want to do some sort of computation many times but with multiple threads. For each iteration of computation, I want to find the next available thread that has finished its previous computation to do the next iteration. I don't want to cycle through the threads in order since the next thread to be called may not have finished its work yet.
E.g.
Suppose I have a vector of int and I want to sum up the total with 5 threads. I have the to-be-updated total sum stored somewhere and the count for which element I am currently up to. Each thread looks at the count to see the next position and then takes that vector value and adds it to the total sum so far. Then it goes back to look for the count to do the next iteration. So for each iteration, the count increments then looks for the next available thread (maybe one already waiting for count; or maybe they are all busy still working) to do the next iteration. We do not increase the number of threads but I want to be able to somehow search through all the 5 threads for the first one that finish to do the next computation.
How would I go about coding this. Every way I know of involves doing a loop through the threads such that I can't check for the next available one which may be out of order.
Use semafor (or mutex, always mix up those two) on a global variable telling you what is next. The semafor will lock the other threads out as long as you access the variable making that threads access clear.
So, assuming you have an Array of X elements. And a global called nextfree witch is initalized to 0, then a psudo code would look like this:
while (1)
{
<lock semafor INT>
if (nextfree>=X)
{
<release semnafor INT>
<exit and terminate thread>
}
<Get the data based on "nextfree">
nextfree++;
<release semafor INT>
<do your stuff withe the chunk you got>
}
The point here is that each thread will be alone and have exlusive access to the data struct within the semafor lock and therefore can access the next available regardless of what the others doing. (The other threads will have to wait in line if they are done while another thread working on getting next data chunk. When you release only ONE that stands in queue will get access. The rest will have to wait.)
There are some things to be ware of. Semafor's might lock your system if you manage to exit in the wrong position (Withour releasing it) or create a deadlock.
This is a thread pool:
template<class T>
struct threaded_queue {
using lock = std::unique_lock<std::mutex>;
void push_back( T t ) {
{
lock l(m);
data.push_back(std::move(t));
}
cv.notify_one();
}
boost::optional<T> pop_front() {
lock l(m);
cv.wait(l, [this]{ return abort || !data.empty(); } );
if (abort) return {};
auto r = std::move(data.back());
data.pop_back();
return std::move(r);
}
void terminate() {
{
lock l(m);
abort = true;
data.clear();
}
cv.notify_all();
}
~threaded_queue()
{
terminate();
}
private:
std::mutex m;
std::deque<T> data;
std::condition_variable cv;
bool abort = false;
};
struct thread_pool {
thread_pool( std::size_t n = 1 ) { start_thread(n); }
thread_pool( thread_pool&& ) = delete;
thread_pool& operator=( thread_pool&& ) = delete;
~thread_pool() = default; // or `{ terminate(); }` if you want to abandon some tasks
template<class F, class R=std::result_of_t<F&()>>
std::future<R> queue_task( F task ) {
std::packaged_task<R()> p(std::move(task));
auto r = p.get_future();
tasks.push_back( std::move(p) );
return r;
}
template<class F, class R=std::result_of_t<F&()>>
std::future<R> run_task( F task ) {
if (threads_active() >= total_threads()) {
start_thread();
}
return queue_task( std::move(task) );
}
void terminate() {
tasks.terminate();
}
std::size_t threads_active() const {
return active;
}
std::size_t total_threads() const {
return threads.size();
}
void clear_threads() {
terminate();
threads.clear();
}
void start_thread( std::size_t n = 1 ) {
while(n-->0) {
threads.push_back(
std::async( std::launch::async,
[this]{
while(auto task = tasks.pop_front()) {
++active;
try{
(*task)();
} catch(...) {
--active;
throw;
}
--active;
}
}
)
);
}
}
private:
std::vector<std::future<void>> threads;
threaded_queue<std::packaged_task<void()>> tasks;
std::atomic<std::size_t> active;
};
You give it how many threads either at construction or via start_thread.
You then queue_task. This returns a std::future that tells you when the task is completed.
As threads finish a task, they go to the threaded_queue and look for more.
When a threaded_queue is destroyed, it aborts all data in it.
When a thread_pool is destroyed, it aborts all future tasks, then waits for all of the outstanding tasks to finish.
Live example.

C++/Cli synchronizing threads writing to file

I am trying to synchronize threads writing data to a text file in a class by using Monitor, but in my code it seems that the else statement is never evaluated, is this the correct use of monitor for thread synchronization?
void Bank::updatefile()
{
Thread^ current = Thread::CurrentThread;
bool open = false;
current->Sleep(1000);
while (!open)
{
if (Monitor::TryEnter(current))
{
String^ fileName = "accountdata.txt";
StreamWriter^ sw = gcnew StreamWriter(fileName);
for (int x = 0; x < 19; x++)
sw->WriteLine(accountData[x]);
sw->Close();
Monitor::Pulse;
Monitor::Exit(current);
current->Sleep(500);
open = true;
}
else
{
Monitor::Wait(current);
current->Sleep(500);
}
}
}
You're passing an object to Monitor::TryEnter that is specific to the thread in which it is executing (i.e. Thread^ current = Thread::CurrentThread;). No other threads are using the same object (they're using the one for their own thread). So there's never a collision or locking conflict.
Try creating some generic object that's shared among the threads, something higher up in the Bank class. Then use that for your TryEnter call.
Your use of Monitor is partially correct. The object you're using for locking is not correct.
Monitor
Monitor::Pulse is unnecessary here. Just Exit the monitor, and the next thread will be able to grab the lock.
Monitor::Wait is incorrect here: Wait is supposed to be used when the thread has the object already locked. Here, you have the object not locked yet.
In general, Pulse and Wait are rarely used. For locking for exclusive access to a shared resource, Enter, TryEnter, and Exit are all you need.
Here's how your use of Monitor should be written:
Object^ lockObj = ...;
bool done = false;
while(!done)
{
if(Monitor::TryEnter(lockObj, 500)) // wait 500 millis for the lock.
{
try
{
// do work
done = true;
}
finally
{
Monitor::Exit(lockObj);
}
}
else
{
// Check some other exit condition?
}
}
or if the else is empty, you can simplify it like this:
Object^ lockObj = ...;
Monitor::Enter(lockObj); // Wait forever for the lock.
try
{
// do work
}
finally
{
Monitor::Exit(lockObj);
}
There is a class that Microsoft provides that makes this all easier: msclr::lock. This class, used without the ^, makes use of the destructor to release the lock, without a try-finally block.
#include <msclr\lock.h>
bool done = false;
while(!done)
{
msclr::lock lock(lockObj, lock_later);
if (lock.try_acquire(500)) // wait 500 millis for the lock to be available.
{
// Do work
done = true;
}
} // <-- Monitor::Exit is called by lock class when it goes out of scope.
{
msclr::lock lock(lockObj); // wait forever for the lock to be available.
// Do work
} // <-- Monitor::Exit is called by lock class when it goes out of scope.
The object to lock on
Thread::CurrentThread is going to return a different object on each thread. Therefore, each thread attempts to lock on a different object, and that's why all of them succeed. Instead, have one object, created before you spawn your threads, that is used for locking.
Also, instead of opening & closing the file on each thread, it would be more efficient to open it once, before the threads are spawned, and then just use that one StreamWriter from each of the threads. This also gives you a obvious object to lock on: You can pass the StreamWriter itself to Monitor::Enter or msclr::lock.

How to test if a critical section is locked, without entering it? Or, how to wait until a critsec is owned by another thread?

I am working on forcing certain deadlock scenarios to reproduce consistently, for dev purposes. In doing so it would be helpful to be able for a thread to wait until a critical section is locked by another thread, then forcing it to block.
So, I want something like:
void TryToWaitForBlock(CriticalSection& cs, DWORD ms)
{
// wait until this CS is blocked, then return
}
...
void someFunction()
{
// ...
TryToWaitForBlock(cs, 5000);// this will give much more time for the crit sec to block by other threads, increasing the chance that the next call will block.
EnterCriticalSection(cs);// normally this /very/ rarely blocks. When it does, it deadlocks.
// ...
}
TryEnterCriticalSection would be perfect, but because it will actually enter the critical section, it is not usable. Is there a similar function that will do the test, but NOT also try to enter it?
bool TryToWaitForBlock( CRITICAL_SECTION& cs, DWORD ms )
{
LARGE_INTEGER freq;
QueryPerformanceFrequency( &freq );
LARGE_INTEGER now;
QueryPerformanceCounter( &now );
LARGE_INTEGER waitTill;
waitTill.QuadPart = static_cast<LONGLONG>(now.QuadPart + freq.QuadPart * (ms / 1000.0));
while( now.QuadPart < waitTill.QuadPart ) {
if( NULL != static_cast<volatile HANDLE&>(cs.OwningThread) ) {
return true;
}
QueryPerformanceCounter( &now );
}
return false;
}

boost::thread execution

I have a class ChunkManager that has a few (supposed to be) asynchronous methods. These methods handle tasks in my game engine such as loading the map blocks (similar to Minecraft) on a different thread so as not to completely halt the main thread (they are lengthy operations)
Here is one of those methods:
void ChunkManager::asyncRenderChunks(){
boost::thread loadingThread(&ChunkManager::renderChunks,this);
}
Where renderChunks looks like:
void ChunkManager::renderChunks(){
activeChunksMutex->lock();
for(int z=0; z < CHUNK_MAX; z=z+1)
{
for(int y=0; y < CHUNK_MAX; y=y+1)
{
for(int x=0; x < CHUNK_MAX; x=x+1)
{
activeChunks[x][y][z]->Render(scnMgr);
}
}
}
activeChunksMutex->unlock();
}
This should work, right? However it crashes when this runs. I have a feeling it has to do with what I do with the thread after it's created, because if I put
loadingThread.join();
in the aforementioned method, it works fine, but the main thread is halted because obviously its just waiting for the new thread to finish, effectively bringing me back to square one.
Any advice?
Sorry if this is a retarded question, I am new to the concept of threads.
Thanks.
Update (4/9/2013):
I found this gem: http://threadpool.sourceforge.net/
..and solved my problem!
If you can join the thread, it must be joinable.
As it says in the documentation:
When the boost::thread object that represents a thread of execution is destroyed the program terminates if the thread is joinable.
You created a local thread object and immediately let it go out of scope: it is destroyed when ChunkManager::asyncRenderChunks returns.
Either:
make it a detached (non-joinable) thread
void ChunkManager::asyncRenderChunks() {
boost::thread loadingThread(&ChunkManager::renderChunks,this);
loadingThread.detach();
}
or create the thread object elsewhere and keep it alive
class ChunkManager {
boost::thread renderingThread;
bool renderChunkWork; // work to do flag
Chunk activeChunks[CHUNK_MAX][CHUNK_MAX][CHUNK_MAX];
boost::mutex activeChunksMutex;
boost::condition_variable activeChunksCV;
bool shutdown; // shutdown flag
void renderChunks() {
for(int z=0; z < CHUNK_MAX; ++z)
for(int y=0; y < CHUNK_MAX; ++y)
for(int x=0; x < CHUNK_MAX; ++x)
activeChunks[x][y][z]->Render(scnMgr);
}
void renderChunkThread() {
boost::unique_lock<boost::mutex> guard(activeChunksMutex);
while (true) {
while (!(renderChunkWork || shutdown))
activeChunksCV.wait(guard);
if (shutdown)
break;
renderChunks();
doRenderChunks = false;
}
}
public:
ChunkManager()
: loadingThread(&ChunkManager::renderChunkThread, this),
renderChunkWork(false), shutdown(false)
{}
~ChunkManager() {
{ // tell the rendering thread to quit
boost::unique_lock<boost::mutex> guard(activeChunksMutex);
renderChunkShutdown = true;
activeChunksCV.notify_one();
}
renderingThread.join()
}
void asyncRenderChunks() {
boost::unique_lock<boost::mutex> guard(activeChunksMutex);
if (!renderChunkWork) {
renderChunkWork = true;
activeChunksCV.notify_one();
}
}
};
NB. In general, creating threads on-the-fly is less good than creating your threads up-front, and just waking them when there's something to do. It avoids figuring out how to handle a second call to asyncRenderChunks before the last one is complete (start a second thread? block?), and moves the latency associated with thread creation.
Note on object lifetime
It's important to realise that in this code:
void ChunkManager::asyncRenderChunks() {
SomeType myObject;
}
the instance myObject will be created and then immediately destroyed.
It crashes, because in the current version of Boost.Thread, you have to either join() a thread or detach() it - otherwise ~thread would terminate the program. (In earlier versions ~thread used to call detach() automatically.)
So if you don't want to join the thread - just detach it:
boost::thread loadingThread(&ChunkManager::renderChunks,this);
loadingThread.detach();

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