blob: 30df9cc8a006cb985d98f37aadcc53b0a0f067ff [file] [log] [blame]
using System;
using System.Diagnostics;
using System.Threading;
namespace Lucene.Net.Index
{
/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
///
/// <summary>
/// A <code>DocumentsWriterPerThreadPool<code> that selects thread states at random.
///
/// @lucene.internal
/// @lucene.experimental
/// </summary>
internal class RandomDocumentsWriterPerThreadPool : DocumentsWriterPerThreadPool
{
private readonly ThreadState[] States;
private readonly Random Random;
private readonly int MaxRetry;
public RandomDocumentsWriterPerThreadPool(int maxNumPerThreads, Random random)
: base(maxNumPerThreads)
{
Debug.Assert(MaxThreadStates >= 1);
States = new ThreadState[maxNumPerThreads];
this.Random = new Random(random.Next());
this.MaxRetry = 1 + random.Next(10);
}
public override ThreadState GetAndLock(Thread requestingThread, DocumentsWriter documentsWriter)
{
ThreadState threadState = null;
if (ActiveThreadState == 0)
{
lock (this)
{
if (ActiveThreadState == 0)
{
threadState = States[0] = NewThreadState();
return threadState;
}
}
}
Debug.Assert(ActiveThreadState > 0);
for (int i = 0; i < MaxRetry; i++)
{
int ord = Random.Next(ActiveThreadState);
lock (this)
{
threadState = States[ord];
Debug.Assert(threadState != null);
}
if (threadState.TryLock())
{
return threadState;
}
if (Random.Next(20) == 0)
{
break;
}
}
/*
* only try to create a new threadstate if we can not lock the randomly
* selected state. this is important since some tests rely on a single
* threadstate in the single threaded case. Eventually it would be nice if
* we would not have this limitation but for now we just make sure we only
* allocate one threadstate if indexing is single threaded
*/
lock (this)
{
ThreadState newThreadState = NewThreadState();
if (newThreadState != null) // did we get a new state?
{
threadState = States[ActiveThreadState - 1] = newThreadState;
//Debug.Assert(threadState.HeldByCurrentThread);
return threadState;
}
// if no new state is available lock the random one
}
Debug.Assert(threadState != null);
threadState.@Lock();
return threadState;
}
}
}