std/sys/sync/once/
futex.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
use crate::cell::Cell;
use crate::sync as public;
use crate::sync::atomic::AtomicU32;
use crate::sync::atomic::Ordering::{Acquire, Relaxed, Release};
use crate::sync::once::ExclusiveState;
use crate::sys::futex::{futex_wait, futex_wake_all};

// On some platforms, the OS is very nice and handles the waiter queue for us.
// This means we only need one atomic value with 4 states:

/// No initialization has run yet, and no thread is currently using the Once.
const INCOMPLETE: u32 = 0;
/// Some thread has previously attempted to initialize the Once, but it panicked,
/// so the Once is now poisoned. There are no other threads currently accessing
/// this Once.
const POISONED: u32 = 1;
/// Some thread is currently attempting to run initialization. It may succeed,
/// so all future threads need to wait for it to finish.
const RUNNING: u32 = 2;
/// Initialization has completed and all future calls should finish immediately.
const COMPLETE: u32 = 3;

// An additional bit indicates whether there are waiting threads:

/// May only be set if the state is not COMPLETE.
const QUEUED: u32 = 4;

// Threads wait by setting the QUEUED bit and calling `futex_wait` on the state
// variable. When the running thread finishes, it will wake all waiting threads using
// `futex_wake_all`.

const STATE_MASK: u32 = 0b11;

pub struct OnceState {
    poisoned: bool,
    set_state_to: Cell<u32>,
}

impl OnceState {
    #[inline]
    pub fn is_poisoned(&self) -> bool {
        self.poisoned
    }

    #[inline]
    pub fn poison(&self) {
        self.set_state_to.set(POISONED);
    }
}

struct CompletionGuard<'a> {
    state_and_queued: &'a AtomicU32,
    set_state_on_drop_to: u32,
}

impl<'a> Drop for CompletionGuard<'a> {
    fn drop(&mut self) {
        // Use release ordering to propagate changes to all threads checking
        // up on the Once. `futex_wake_all` does its own synchronization, hence
        // we do not need `AcqRel`.
        if self.state_and_queued.swap(self.set_state_on_drop_to, Release) & QUEUED != 0 {
            futex_wake_all(self.state_and_queued);
        }
    }
}

pub struct Once {
    state_and_queued: AtomicU32,
}

impl Once {
    #[inline]
    pub const fn new() -> Once {
        Once { state_and_queued: AtomicU32::new(INCOMPLETE) }
    }

    #[inline]
    pub fn is_completed(&self) -> bool {
        // Use acquire ordering to make all initialization changes visible to the
        // current thread.
        self.state_and_queued.load(Acquire) == COMPLETE
    }

    #[inline]
    pub(crate) fn state(&mut self) -> ExclusiveState {
        match *self.state_and_queued.get_mut() {
            INCOMPLETE => ExclusiveState::Incomplete,
            POISONED => ExclusiveState::Poisoned,
            COMPLETE => ExclusiveState::Complete,
            _ => unreachable!("invalid Once state"),
        }
    }

    #[inline]
    pub(crate) fn set_state(&mut self, new_state: ExclusiveState) {
        *self.state_and_queued.get_mut() = match new_state {
            ExclusiveState::Incomplete => INCOMPLETE,
            ExclusiveState::Poisoned => POISONED,
            ExclusiveState::Complete => COMPLETE,
        };
    }

    #[cold]
    #[track_caller]
    pub fn wait(&self, ignore_poisoning: bool) {
        let mut state_and_queued = self.state_and_queued.load(Acquire);
        loop {
            let state = state_and_queued & STATE_MASK;
            let queued = state_and_queued & QUEUED != 0;
            match state {
                COMPLETE => return,
                POISONED if !ignore_poisoning => {
                    // Panic to propagate the poison.
                    panic!("Once instance has previously been poisoned");
                }
                _ => {
                    // Set the QUEUED bit if it has not already been set.
                    if !queued {
                        state_and_queued += QUEUED;
                        if let Err(new) = self.state_and_queued.compare_exchange_weak(
                            state,
                            state_and_queued,
                            Relaxed,
                            Acquire,
                        ) {
                            state_and_queued = new;
                            continue;
                        }
                    }

                    futex_wait(&self.state_and_queued, state_and_queued, None);
                    state_and_queued = self.state_and_queued.load(Acquire);
                }
            }
        }
    }

    #[cold]
    #[track_caller]
    pub fn call(&self, ignore_poisoning: bool, f: &mut dyn FnMut(&public::OnceState)) {
        let mut state_and_queued = self.state_and_queued.load(Acquire);
        loop {
            let state = state_and_queued & STATE_MASK;
            let queued = state_and_queued & QUEUED != 0;
            match state {
                COMPLETE => return,
                POISONED if !ignore_poisoning => {
                    // Panic to propagate the poison.
                    panic!("Once instance has previously been poisoned");
                }
                INCOMPLETE | POISONED => {
                    // Try to register the current thread as the one running.
                    let next = RUNNING + if queued { QUEUED } else { 0 };
                    if let Err(new) = self.state_and_queued.compare_exchange_weak(
                        state_and_queued,
                        next,
                        Acquire,
                        Acquire,
                    ) {
                        state_and_queued = new;
                        continue;
                    }

                    // `waiter_queue` will manage other waiting threads, and
                    // wake them up on drop.
                    let mut waiter_queue = CompletionGuard {
                        state_and_queued: &self.state_and_queued,
                        set_state_on_drop_to: POISONED,
                    };
                    // Run the function, letting it know if we're poisoned or not.
                    let f_state = public::OnceState {
                        inner: OnceState {
                            poisoned: state == POISONED,
                            set_state_to: Cell::new(COMPLETE),
                        },
                    };
                    f(&f_state);
                    waiter_queue.set_state_on_drop_to = f_state.inner.set_state_to.get();
                    return;
                }
                _ => {
                    // All other values must be RUNNING.
                    assert!(state == RUNNING);

                    // Set the QUEUED bit if it is not already set.
                    if !queued {
                        state_and_queued += QUEUED;
                        if let Err(new) = self.state_and_queued.compare_exchange_weak(
                            state,
                            state_and_queued,
                            Relaxed,
                            Acquire,
                        ) {
                            state_and_queued = new;
                            continue;
                        }
                    }

                    futex_wait(&self.state_and_queued, state_and_queued, None);
                    state_and_queued = self.state_and_queued.load(Acquire);
                }
            }
        }
    }
}