fix: Adds Gen2 callback for each STArrayPool (#971)
Adds. Gen2Callback for STArrayPool so it can purge the internal array stacks properly. This only happens if significant timed has passed, 2 Gen 2's have been run, and memory pressure exceeds a threshold.
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2 changed files with 83 additions and 0 deletions
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@ -6,6 +6,7 @@ using System.Buffers;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Numerics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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using System.Threading;
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namespace Server.Buffers;
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namespace Server.Buffers;
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@ -20,6 +21,7 @@ public class STArrayPool<T> : ArrayPool<T>
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public static STArrayPool<T> Shared => _shared;
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public static STArrayPool<T> Shared => _shared;
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private int _trimCallbackCreated;
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private static STArray[] _cacheBuckets;
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private static STArray[] _cacheBuckets;
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private STArrayStack[] _buckets = new STArrayStack[BucketCount];
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private STArrayStack[] _buckets = new STArrayStack[BucketCount];
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@ -172,6 +174,12 @@ public class STArrayPool<T> : ArrayPool<T>
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{
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{
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Debug.Assert(_cacheBuckets is null, $"Non-null {nameof(_cacheBuckets)}");
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Debug.Assert(_cacheBuckets is null, $"Non-null {nameof(_cacheBuckets)}");
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var buckets = new STArray[BucketCount];
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var buckets = new STArray[BucketCount];
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if (Interlocked.Exchange(ref _trimCallbackCreated, 1) == 0)
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{
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Gen2GcCallback.Register(o => ((STArrayPool<T>)o).Trim(), this);
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}
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return _cacheBuckets = buckets;
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return _cacheBuckets = buckets;
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}
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}
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75
Projects/Server/GarbageCollection/Gen2GcCallback.cs
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75
Projects/Server/GarbageCollection/Gen2GcCallback.cs
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@ -0,0 +1,75 @@
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// Licensed to the .NET Foundation under one or more agreements.
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// The .NET Foundation licenses this file to you under the MIT license.
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using System.Diagnostics;
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using System.Runtime.ConstrainedExecution;
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using System.Runtime.InteropServices;
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namespace System;
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/// <summary>
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/// Schedules a callback roughly every gen 2 GC (you may see a Gen 0 an Gen 1 but only once)
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/// (We can fix this by capturing the Gen 2 count at startup and testing, but I mostly don't care)
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/// </summary>
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internal sealed class Gen2GcCallback : CriticalFinalizerObject
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{
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private readonly Func<object, bool> _callback;
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private GCHandle _weakTargetObj;
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private Gen2GcCallback(Func<object, bool> callback, object targetObj)
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{
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_callback = callback;
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_weakTargetObj = GCHandle.Alloc(targetObj, GCHandleType.Weak);
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}
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/// <summary>
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/// Schedule 'callback' to be called in the next GC. If the callback returns true it is
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/// rescheduled for the next Gen 2 GC. Otherwise the callbacks stop.
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///
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/// NOTE: This callback will be kept alive until either the callback function returns false,
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/// or the target object dies.
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/// </summary>
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public static void Register(Func<object, bool> callback, object targetObj)
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{
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// Create a unreachable object that remembers the callback function and target object.
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new Gen2GcCallback(callback, targetObj);
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}
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~Gen2GcCallback()
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{
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if (_weakTargetObj.IsAllocated)
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{
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// Check to see if the target object is still alive.
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object? targetObj = _weakTargetObj.Target;
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if (targetObj == null)
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{
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// The target object is dead, so this callback object is no longer needed.
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_weakTargetObj.Free();
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return;
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}
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// Execute the callback method.
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try
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{
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Debug.Assert(_callback != null);
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if (_callback?.Invoke(targetObj) != true)
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{
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// If the callback returns false, this callback object is no longer needed.
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_weakTargetObj.Free();
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return;
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}
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}
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catch
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{
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// Ensure that we still get a chance to resurrect this object, even if the callback throws an exception.
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#if DEBUG
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// Except in DEBUG, as we really shouldn't be hitting any exceptions here.
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throw;
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#endif
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}
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}
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// Resurrect ourselves by re-registering for finalization.
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GC.ReRegisterForFinalize(this);
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}
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}
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