C# ConcurrentDictionary实现

ConcurrentDictionary的源码看了很多遍,今天抽点时间整理一下,它的实现比Dictionary要复杂很多,至于线程安全我觉得比较简单,用的是lock的思想。首先我们来看看它的源码。

 public class ConcurrentDictionary<TKey, TValue> : IDictionary<TKey, TValue>, IDictionary, IReadOnlyDictionary<TKey, TValue>
    {
        /// <summary>
        /// Tables that hold the internal state of the ConcurrentDictionary
        ///
        /// Wrapping the three tables in a single object allows us to atomically
        /// replace all tables at once.
        /// </summary>
        private class Tables
        {
            internal readonly Node[] m_buckets; // A singly-linked list for each bucket.
            internal readonly object[] m_locks; // A set of locks, each guarding a section of the table.
            internal volatile int[] m_countPerLock; // The number of elements guarded by each lock.
            internal readonly IEqualityComparer<TKey> m_comparer; // Key equality comparer

            internal Tables(Node[] buckets, object[] locks, int[] countPerLock, IEqualityComparer<TKey> comparer)
            {
                m_buckets = buckets;
                m_locks = locks;
                m_countPerLock = countPerLock;
                m_comparer = comparer;
            }
        }
        
        private const int DEFAULT_CONCURRENCY_MULTIPLIER = 4;
        private const int DEFAULT_CAPACITY = 31;
        private const int MAX_LOCK_NUMBER = 1024;
          // Whether TValue is a type that can be written atomically (i.e., with no danger of torn reads)
        private static readonly bool s_isValueWriteAtomic = IsValueWriteAtomic();
        public ConcurrentDictionary() : this(DefaultConcurrencyLevel, DEFAULT_CAPACITY, true, EqualityComparer<TKey>.Default)
        public ConcurrentDictionary(int concurrencyLevel, int capacity) : this(concurrencyLevel, capacity, false, EqualityComparer<TKey>.Default) { }
        public ConcurrentDictionary(int concurrencyLevel, int capacity, IEqualityComparer<TKey> comparer) : this(concurrencyLevel, capacity, false, comparer){}
        
        internal ConcurrentDictionary(int concurrencyLevel, int capacity, bool growLockArray, IEqualityComparer<TKey> comparer)
        {
            if (concurrencyLevel < 1)
            {
                throw new ArgumentOutOfRangeException("concurrencyLevel", GetResource("ConcurrentDictionary_ConcurrencyLevelMustBePositive"));
            }
            if (capacity < 0)
            {
                throw new ArgumentOutOfRangeException("capacity", GetResource("ConcurrentDictionary_CapacityMustNotBeNegative"));
            }
            if (comparer == null) throw new ArgumentNullException("comparer");

            // The capacity should be at least as large as the concurrency level. Otherwise, we would have locks that don't guard
            // any buckets.
            if (capacity < concurrencyLevel)
            {
                capacity = concurrencyLevel;
            }

            object[] locks = new object[concurrencyLevel];
            for (int i = 0; i < locks.Length; i++)
            {
                locks[i] = new object();
            }

            int[] countPerLock = new int[locks.Length];
            Node[] buckets = new Node[capacity];
            m_tables = new Tables(buckets, locks, countPerLock, comparer);

            m_growLockArray = growLockArray;
            m_budget = buckets.Length / locks.Length;
        }
        
        public TValue this[TKey key]
        {
            get
            {
                TValue value;
                if (!TryGetValue(key, out value))
                {
                    throw new KeyNotFoundException();
                }
                return value;
            }
            set
            {
                if (key == null) throw new ArgumentNullException("key");
                TValue dummy;
                TryAddInternal(key, value, true, true, out dummy);
            }
        }
        
        public bool TryGetValue(TKey key, out TValue value)
        {
            if (key == null) throw new ArgumentNullException("key");
            int bucketNo, lockNoUnused;

            // We must capture the m_buckets field in a local variable. It is set to a new table on each table resize.
            Tables tables = m_tables;
            IEqualityComparer<TKey> comparer = tables.m_comparer;
            GetBucketAndLockNo(comparer.GetHashCode(key), out bucketNo, out lockNoUnused, tables.m_buckets.Length, tables.m_locks.Length);

            Node n = Volatile.Read<Node>(ref tables.m_buckets[bucketNo]);

            while (n != null)
            {
                if (comparer.Equals(n.m_key, key))
                {
                    value = n.m_value;
                    return true;
                }
                n = n.m_next;
            }

            value = default(TValue);
            return false;
        }
        
        private bool TryAddInternal(TKey key, TValue value, bool updateIfExists, bool acquireLock, out TValue resultingValue)
        {
            while (true)
            {
                int bucketNo, lockNo;
                int hashcode;

                Tables tables = m_tables;
                IEqualityComparer<TKey> comparer = tables.m_comparer;
                hashcode = comparer.GetHashCode(key);
                GetBucketAndLockNo(hashcode, out bucketNo, out lockNo, tables.m_buckets.Length, tables.m_locks.Length);

                bool resizeDesired = false;
                bool lockTaken = false;

                try
                {
                    if (acquireLock)
                        Monitor.Enter(tables.m_locks[lockNo], ref lockTaken);

                    // If the table just got resized, we may not be holding the right lock, and must retry.
                    // This should be a rare occurence.
                    if (tables != m_tables)
                    {
                        continue;
                    }

                    // Try to find this key in the bucket
                    Node prev = null;
                    for (Node node = tables.m_buckets[bucketNo]; node != null; node = node.m_next)
                    {
                        Assert((prev == null && node == tables.m_buckets[bucketNo]) || prev.m_next == node);
                        if (comparer.Equals(node.m_key, key))
                        {
                            // The key was found in the dictionary. If updates are allowed, update the value for that key.
                            // We need to create a new node for the update, in order to support TValue types that cannot
                            // be written atomically, since lock-free reads may be happening concurrently.
                            if (updateIfExists)
                            {
                                if (s_isValueWriteAtomic)
                                {
                                    node.m_value = value;
                                }
                                else
                                {
                                    Node newNode = new Node(node.m_key, value, hashcode, node.m_next);
                                    if (prev == null)
                                    {
                                        tables.m_buckets[bucketNo] = newNode;
                                    }
                                    else
                                    {
                                        prev.m_next = newNode;
                                    }
                                }
                                resultingValue = value;
                            }
                            else
                            {
                                resultingValue = node.m_value;
                            }
                            return false;
                        }
                        prev = node;

                    }

                    // The key was not found in the bucket. Insert the key-value pair.
                    Volatile.Write<Node>(ref tables.m_buckets[bucketNo], new Node(key, value, hashcode, tables.m_buckets[bucketNo]));
                    checked
                    {
                        tables.m_countPerLock[lockNo]++;
                    }

                    if (tables.m_countPerLock[lockNo] > m_budget)
                    {
                        resizeDesired = true;
                    }
                }
                finally
                {
                    if (lockTaken)
                        Monitor.Exit(tables.m_locks[lockNo]);
                }

                if (resizeDesired)
                {
                    GrowTable(tables, tables.m_comparer, false, m_keyRehashCount);
                }

                resultingValue = value;
                return true;
            }
        }
        public bool TryRemove(TKey key, out TValue value)
        {
            if (key == null) throw new ArgumentNullException("key");

            return TryRemoveInternal(key, out value, false, default(TValue));
        }
        
        private bool TryRemoveInternal(TKey key, out TValue value, bool matchValue, TValue oldValue)
        {
            while (true)
            {
                Tables tables = m_tables;

                IEqualityComparer<TKey> comparer = tables.m_comparer;

                int bucketNo, lockNo;
                GetBucketAndLockNo(comparer.GetHashCode(key), out bucketNo, out lockNo, tables.m_buckets.Length, tables.m_locks.Length);

                lock (tables.m_locks[lockNo])
                {
                    // If the table just got resized, we may not be holding the right lock, and must retry.
                    // This should be a rare occurence.
                    if (tables != m_tables)
                    {
                        continue;
                    }

                    Node prev = null;
                    for (Node curr = tables.m_buckets[bucketNo]; curr != null; curr = curr.m_next)
                    {
                        Assert((prev == null && curr == tables.m_buckets[bucketNo]) || prev.m_next == curr);

                        if (comparer.Equals(curr.m_key, key))
                        {
                            if (matchValue)
                            {
                                bool valuesMatch = EqualityComparer<TValue>.Default.Equals(oldValue, curr.m_value);
                                if (!valuesMatch)
                                {
                                    value = default(TValue);
                                    return false;
                                }
                            }

                            if (prev == null)
                            {
                                Volatile.Write<Node>(ref tables.m_buckets[bucketNo], curr.m_next);
                            }
                            else
                            {
                                prev.m_next = curr.m_next;
                            }

                            value = curr.m_value;
                            tables.m_countPerLock[lockNo]--;
                            return true;
                        }
                        prev = curr;
                    }
                }

                value = default(TValue);
                return false;
            }
        }
        private void GrowTable(Tables tables, IEqualityComparer<TKey> newComparer, bool regenerateHashKeys, int rehashCount)
        {
            int locksAcquired = 0;
            try
            {
                AcquireLocks(0, 1, ref locksAcquired);

                if (regenerateHashKeys && rehashCount == m_keyRehashCount)
                {
                    tables = m_tables;
                }
                else
                {
                    if (tables != m_tables)
                    {
                        return;
                    }
                    long approxCount = 0;
                    for (int i = 0; i < tables.m_countPerLock.Length; i++)
                    {
                        approxCount += tables.m_countPerLock[i];
                    }
                    if (approxCount < tables.m_buckets.Length / 4)
                    {
                        m_budget = 2 * m_budget;
                        if (m_budget < 0)
                        {
                            m_budget = int.MaxValue;
                        }

                        return;
                    }
                }
                int newLength = 0;
                bool maximizeTableSize = false;
                try
                {
                    checked
                    {
                        newLength = tables.m_buckets.Length * 2 + 1;
                        while (newLength % 3 == 0 || newLength % 5 == 0 || newLength % 7 == 0)
                        {
                            newLength += 2;
                        }

                        Assert(newLength % 2 != 0);

                        if (newLength > Array.MaxArrayLength)
                        {
                            maximizeTableSize = true;
                        }
                    }
                }
                catch (OverflowException)
                {
                    maximizeTableSize = true;
                }

                if (maximizeTableSize)
                {
                    newLength = Array.MaxArrayLength;
                    m_budget = int.MaxValue;
                }

                // Now acquire all other locks for the table
                AcquireLocks(1, tables.m_locks.Length, ref locksAcquired);

                object[] newLocks = tables.m_locks;

                // Add more locks
                if (m_growLockArray && tables.m_locks.Length < MAX_LOCK_NUMBER)
                {
                    newLocks = new object[tables.m_locks.Length * 2];
                    Array.Copy(tables.m_locks, newLocks, tables.m_locks.Length);

                    for (int i = tables.m_locks.Length; i < newLocks.Length; i++)
                    {
                        newLocks[i] = new object();
                    }
                }

                Node[] newBuckets = new Node[newLength];
                int[] newCountPerLock = new int[newLocks.Length];

                for (int i = 0; i < tables.m_buckets.Length; i++)
                {
                    Node current = tables.m_buckets[i];
                    while (current != null)
                    {
                        Node next = current.m_next;
                        int newBucketNo, newLockNo;
                        int nodeHashCode = current.m_hashcode;

                        if (regenerateHashKeys)
                        {
                            // Recompute the hash from the key
                            nodeHashCode = newComparer.GetHashCode(current.m_key);
                        }

                        GetBucketAndLockNo(nodeHashCode, out newBucketNo, out newLockNo, newBuckets.Length, newLocks.Length);

                        newBuckets[newBucketNo] = new Node(current.m_key, current.m_value, nodeHashCode, newBuckets[newBucketNo]);

                        checked
                        {
                            newCountPerLock[newLockNo]++;
                        }

                        current = next;
                    }
                }

                // If this resize regenerated the hashkeys, increment the count
                if (regenerateHashKeys)
                {
                    // We use unchecked here because we don't want to throw an exception if 
                    // an overflow happens
                    unchecked
                    {
                        m_keyRehashCount++;
                    }
                }

                // Adjust the budget
                m_budget = Math.Max(1, newBuckets.Length / newLocks.Length);

                // Replace tables with the new versions
                m_tables = new Tables(newBuckets, newLocks, newCountPerLock, newComparer);
            }
            finally
            {
                // Release all locks that we took earlier
                ReleaseLocks(0, locksAcquired);
            }
        }
        private void AcquireLocks(int fromInclusive, int toExclusive, ref int locksAcquired)
        {
            Assert(fromInclusive <= toExclusive);
            object[] locks = m_tables.m_locks;

            for (int i = fromInclusive; i < toExclusive; i++)
            {
                bool lockTaken = false;
                try
                {
                   Monitor.Enter(locks[i], ref lockTaken);
                }
                finally
                {
                    if (lockTaken)
                    {
                        locksAcquired++;
                    }
                }
            }
        }
        private void GetBucketAndLockNo(int hashcode, out int bucketNo, out int lockNo, int bucketCount, int lockCount)
        {
            bucketNo = (hashcode & 0x7fffffff) % bucketCount;
            lockNo = bucketNo % lockCount;
            Assert(bucketNo >= 0 && bucketNo < bucketCount);
            Assert(lockNo >= 0 && lockNo < lockCount);
        }
        private static int DefaultConcurrencyLevel
        {

            get { return DEFAULT_CONCURRENCY_MULTIPLIER * PlatformHelper.ProcessorCount; }
        }
        private class Node
        {
            internal TKey m_key;
            internal TValue m_value;
            internal volatile Node m_next;
            internal int m_hashcode;

            internal Node(TKey key, TValue value, int hashcode, Node next)
            {
                m_key = key;
                m_value = value;
                m_next = next;
                m_hashcode = hashcode;
            }
        }
        
    }
    
    public static class Volatile
    {
        [ResourceExposure(ResourceScope.None)]
        [ReliabilityContract(Consistency.WillNotCorruptState, Cer.Success)]
        [SecuritySafeCritical] //the intrinsic implementation of this method contains unverifiable code
        public static T Read<T>(ref T location) where T : class
        {
            var value = location;
            Thread.MemoryBarrier();
            return value;
        }
        
        [ResourceExposure(ResourceScope.None)]
        [ReliabilityContract(Consistency.WillNotCorruptState, Cer.Success)]
        [SecuritySafeCritical] //the intrinsic implementation of this method contains unverifiable code
        public static void Write<T>(ref T location, T value) where T : class
        { 
            Thread.MemoryBarrier();
            location = value;
        }
    }

ConcurrentDictionary的构造函数依然有int capacity参数,该参数是控制ConcurrentDictionary里面的初始节点数组的大小【Node[] buckets = new Node[capacity] 和m_tables = new Tables(buckets, locks, countPerLock, comparer);】,同时构造函数中多了一个int concurrencyLevel参数,控制并行度【object[] locks = new object[concurrencyLevel]; for (int i = 0; i < locks.Length; i++){  locks[i] = new object(); }】。如果指定了int capacity参数,很多时候参数bool growLockArray为false【m_growLockArray = growLockArray;】表示ConcurrentDictionary在扩容的时候,object[] locks 这个锁的对象数组不扩容,可以理解为锁的粒度变大了,先前4个key公用一个lock对象,现在可能8个key对应一个对象;m_budget = buckets.Length / locks.Length中的m_budget 可以理解为一个lock对象被多少个key共享。

现在我们来看看TryGetValue获取值,这个方法非常简单,应为读取时不需要加锁的,所以首先根据key计算其哈希值,再找到对应的哈希桶,读取哈希桶的数据【Node n = Volatile.Read<Node>(ref tables.m_buckets[bucketNo])】;一个哈希桶的数据可能有多个【 while (n != null){if (comparer.Equals(n.m_key, key)){ value = n.m_value; return true; } n = n.m_next;}】,所以从这里可以看出来每个 哈希桶里面是一个Node链表数据结构。

接下来我们看看比较复杂的TryAddInternal方法,优先需要根据key来确定哈希桶,无论是添加还是修改 都需要锁定对象,所以这里用的是Monitor.Enter(tables.m_locks[lockNo], ref lockTaken); 在最后在释放锁 Monitor.Exit(tables.m_locks[lockNo]);,如果是添加元素那么直接给里面的哈希桶赋值 Volatile.Write<Node>(ref tables.m_buckets[bucketNo], new Node(key, value, hashcode, tables.m_buckets[bucketNo]));注意Node的构造函数,tables.m_buckets[bucketNo])将是新节点的m_next值,也就是添加的新节点永远是哈希桶链表的第一个节点,这里,赋值后对应的lock对象的计数器需要加1【tables.m_countPerLock[lockNo]++;】,如果每个计数器达到预计达阀值就需要扩容了【if (tables.m_countPerLock[lockNo] > m_budget){ resizeDesired = true;}】,那么修改也是首先找到对应的node节点【如果添加的key所在哈希桶里面存在数据】,如果value是可以直接修改的话,那么我们直接修改【 if (s_isValueWriteAtomic) { node.m_value = value;}】,不是的话那我们就克隆一个节点 替换掉原先的节点【Node newNode = new Node(node.m_key, value, hashcode, node.m_next); if (prev == null){ tables.m_buckets[bucketNo] = newNode; } else{ prev.m_next = newNode;}】,如果是桶的第一个节点那么替换比较简单,否者就修改先前节点的m_next 属性。

接下来我们来看看哈希桶的扩容GrowTable,这个方法比较复杂,我就没怎么仔细研读了,首先是多线程我们需要考虑线程安全,说白了就是加锁 AcquireLocks(0, 1, ref locksAcquired),哈希桶扩容基本是按照2倍来扩容的【 newLength = tables.m_buckets.Length * 2 + 1; while (newLength % 3 == 0 || newLength % 5 == 0 || newLength % 7 == 0){  newLength += 2; }】,在正真扩容前我们需要锁定所有对象【AcquireLocks(1, tables.m_locks.Length, ref locksAcquired);】,扩容首先需要扩容锁的对象数组

 if (m_growLockArray && tables.m_locks.Length < MAX_LOCK_NUMBER)
                {
                    newLocks = new object[tables.m_locks.Length * 2];
                    Array.Copy(tables.m_locks, newLocks, tables.m_locks.Length);

                    for (int i = tables.m_locks.Length; i < newLocks.Length; i++)
                    {
                        newLocks[i] = new object();
                    }
                }

然后在是哈希桶扩容,这里扩容可以理解为克隆原先的节点到新的数组中 旧的位置上【newBuckets[newBucketNo] = new Node(current.m_key, current.m_value, nodeHashCode, newBuckets[newBucketNo]);】

 Node[] newBuckets = new Node[newLength];
                int[] newCountPerLock = new int[newLocks.Length];

                for (int i = 0; i < tables.m_buckets.Length; i++)
                {
                    Node current = tables.m_buckets[i];
                    while (current != null)
                    {
                        Node next = current.m_next;
                        int newBucketNo, newLockNo;
                        int nodeHashCode = current.m_hashcode;

                        if (regenerateHashKeys)
                        {
                            // Recompute the hash from the key
                            nodeHashCode = newComparer.GetHashCode(current.m_key);
                        }

                        GetBucketAndLockNo(nodeHashCode, out newBucketNo, out newLockNo, newBuckets.Length, newLocks.Length);

                        newBuckets[newBucketNo] = new Node(current.m_key, current.m_value, nodeHashCode, newBuckets[newBucketNo]);

                        checked
                        {
                            newCountPerLock[newLockNo]++;
                        }

                        current = next;
                    }
                }

看来扩容,最后来看看移除元素,首先需要根据key来计算哈希桶的位置【GetBucketAndLockNo(comparer.GetHashCode(key), out bucketNo, out lockNo, tables.m_buckets.Length, tables.m_locks.Length)】,然后锁住对应的对象【  lock (tables.m_locks[lockNo])】,在哈希桶里面获取遍历链表查找对应的key,如果是桶的第一个节点则直接写 Volatile.Write<Node>(ref tables.m_buckets[bucketNo], curr.m_next),否者修改链表prev.m_next = curr.m_next,最后该lock对象的计数器需要减1【tables.m_countPerLock[lockNo]--】。

-----------------------------在一次面试的时候 被问到Count属性, 我们来看看Count的实现吧:

private void AcquireAllLocks(ref int locksAcquired)
{
    // First, acquire lock 0
    AcquireLocks(0, 1, ref locksAcquired);

    // Now that we have lock 0, the m_locks array will not change (i.e., grow),
    // and so we can safely read m_locks.Length.
    AcquireLocks(1, m_tables.m_locks.Length, ref locksAcquired);
    Assert(locksAcquired == m_tables.m_locks.Length);
}

 private void AcquireLocks(int fromInclusive, int toExclusive, ref int locksAcquired)
{
    Assert(fromInclusive <= toExclusive);
    object[] locks = m_tables.m_locks;

    for (int i = fromInclusive; i < toExclusive; i++)
    {
        bool lockTaken = false;
        try
        {
           Monitor.Enter(locks[i], ref lockTaken);
        }
        finally
        {
            if (lockTaken)
            {
                locksAcquired++;
            }
        }
    }
}
private int GetCountInternal()
{
    int count = 0;

    // Compute the count, we allow overflow
    for (int i = 0; i < m_tables.m_countPerLock.Length; i++)
    {
        count += m_tables.m_countPerLock[i];
    }

    return count;
}
        
private void ReleaseLocks(int fromInclusive, int toExclusive)
{
    Assert(fromInclusive <= toExclusive);

    for (int i = fromInclusive; i < toExclusive; i++)
    {
        Monitor.Exit(m_tables.m_locks[i]);
    }
}

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转载自blog.csdn.net/u013043103/article/details/86535273