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// Each `Once` has one word of atomic state, and this state is CAS'd on to
// determine what to do. There are four possible state of a `Once`:
//
// * Incomplete - no initialization has run yet, and no thread is currently
// using the Once.
// * Poisoned - 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.
// * Running - some thread is currently attempting to run initialization. It may
// succeed, so all future threads need to wait for it to finish.
// Note that this state is accompanied with a payload, described
// below.
// * Complete - initialization has completed and all future calls should finish
// immediately.
//
// With 4 states we need 2 bits to encode this, and we use the remaining bits
// in the word we have allocated as a queue of threads waiting for the thread
// responsible for entering the RUNNING state. This queue is just a linked list
// of Waiter nodes which is monotonically increasing in size. Each node is
// allocated on the stack, and whenever the running closure finishes it will
// consume the entire queue and notify all waiters they should try again.
//
// You'll find a few more details in the implementation, but that's the gist of
// it!
//
// Atomic orderings:
// When running `Once` we deal with multiple atomics:
// `Once.state_and_queue` and an unknown number of `Waiter.signaled`.
// * `state_and_queue` is used (1) as a state flag, (2) for synchronizing the
// result of the `Once`, and (3) for synchronizing `Waiter` nodes.
// - At the end of the `call` function we have to make sure the result
// of the `Once` is acquired. So every load which can be the only one to
// load COMPLETED must have at least acquire ordering, which means all
// three of them.
// - `WaiterQueue::drop` is the only place that may store COMPLETED, and
// must do so with release ordering to make the result available.
// - `wait` inserts `Waiter` nodes as a pointer in `state_and_queue`, and
// needs to make the nodes available with release ordering. The load in
// its `compare_exchange` can be relaxed because it only has to compare
// the atomic, not to read other data.
// - `WaiterQueue::drop` must see the `Waiter` nodes, so it must load
// `state_and_queue` with acquire ordering.
// - There is just one store where `state_and_queue` is used only as a
// state flag, without having to synchronize data: switching the state
// from INCOMPLETE to RUNNING in `call`. This store can be Relaxed,
// but the read has to be Acquire because of the requirements mentioned
// above.
// * `Waiter.signaled` is both used as a flag, and to protect a field with
// interior mutability in `Waiter`. `Waiter.thread` is changed in
// `WaiterQueue::drop` which then sets `signaled` with release ordering.
// After `wait` loads `signaled` with acquire ordering and sees it is true,
// it needs to see the changes to drop the `Waiter` struct correctly.
// * There is one place where the two atomics `Once.state_and_queue` and
// `Waiter.signaled` come together, and might be reordered by the compiler or
// processor. Because both use acquire ordering such a reordering is not
// allowed, so no need for `SeqCst`.
use crate::cell::Cell;
use crate::fmt;
use crate::ptr;
use crate::sync as public;
use crate::sync::atomic::{AtomicBool, AtomicPtr, Ordering};
use crate::thread::{self, Thread};
type Masked = ();
pub struct Once {
state_and_queue: AtomicPtr<Masked>,
}
pub struct OnceState {
poisoned: bool,
set_state_on_drop_to: Cell<*mut Masked>,
}
// Four states that a Once can be in, encoded into the lower bits of
// `state_and_queue` in the Once structure.
const INCOMPLETE: usize = 0x0;
const POISONED: usize = 0x1;
const RUNNING: usize = 0x2;
const COMPLETE: usize = 0x3;
// Mask to learn about the state. All other bits are the queue of waiters if
// this is in the RUNNING state.
const STATE_MASK: usize = 0x3;
// Representation of a node in the linked list of waiters, used while in the
// RUNNING state.
// Note: `Waiter` can't hold a mutable pointer to the next thread, because then
// `wait` would both hand out a mutable reference to its `Waiter` node, and keep
// a shared reference to check `signaled`. Instead we hold shared references and
// use interior mutability.
#[repr(align(4))] // Ensure the two lower bits are free to use as state bits.
struct Waiter {
thread: Cell<Option<Thread>>,
signaled: AtomicBool,
next: *const Waiter,
}
// Head of a linked list of waiters.
// Every node is a struct on the stack of a waiting thread.
// Will wake up the waiters when it gets dropped, i.e. also on panic.
struct WaiterQueue<'a> {
state_and_queue: &'a AtomicPtr<Masked>,
set_state_on_drop_to: *mut Masked,
}
impl Once {
#[inline]
#[rustc_const_stable(feature = "const_once_new", since = "1.32.0")]
pub const fn new() -> Once {
Once { state_and_queue: AtomicPtr::new(ptr::invalid_mut(INCOMPLETE)) }
}
#[inline]
pub fn is_completed(&self) -> bool {
// An `Acquire` load is enough because that makes all the initialization
// operations visible to us, and, this being a fast path, weaker
// ordering helps with performance. This `Acquire` synchronizes with
// `Release` operations on the slow path.
self.state_and_queue.load(Ordering::Acquire).addr() == COMPLETE
}
// This is a non-generic function to reduce the monomorphization cost of
// using `call_once` (this isn't exactly a trivial or small implementation).
//
// Additionally, this is tagged with `#[cold]` as it should indeed be cold
// and it helps let LLVM know that calls to this function should be off the
// fast path. Essentially, this should help generate more straight line code
// in LLVM.
//
// Finally, this takes an `FnMut` instead of a `FnOnce` because there's
// currently no way to take an `FnOnce` and call it via virtual dispatch
// without some allocation overhead.
#[cold]
#[track_caller]
pub fn call(&self, ignore_poisoning: bool, init: &mut dyn FnMut(&public::OnceState)) {
let mut state_and_queue = self.state_and_queue.load(Ordering::Acquire);
loop {
match state_and_queue.addr() {
COMPLETE => break,
POISONED if !ignore_poisoning => {
// Panic to propagate the poison.
panic!("Once instance has previously been poisoned");
}
POISONED | INCOMPLETE => {
// Try to register this thread as the one RUNNING.
let exchange_result = self.state_and_queue.compare_exchange(
state_and_queue,
ptr::invalid_mut(RUNNING),
Ordering::Acquire,
Ordering::Acquire,
);
if let Err(old) = exchange_result {
state_and_queue = old;
continue;
}
// `waiter_queue` will manage other waiting threads, and
// wake them up on drop.
let mut waiter_queue = WaiterQueue {
state_and_queue: &self.state_and_queue,
set_state_on_drop_to: ptr::invalid_mut(POISONED),
};
// Run the initialization function, letting it know if we're
// poisoned or not.
let init_state = public::OnceState {
inner: OnceState {
poisoned: state_and_queue.addr() == POISONED,
set_state_on_drop_to: Cell::new(ptr::invalid_mut(COMPLETE)),
},
};
init(&init_state);
waiter_queue.set_state_on_drop_to = init_state.inner.set_state_on_drop_to.get();
break;
}
_ => {
// All other values must be RUNNING with possibly a
// pointer to the waiter queue in the more significant bits.
assert!(state_and_queue.addr() & STATE_MASK == RUNNING);
wait(&self.state_and_queue, state_and_queue);
state_and_queue = self.state_and_queue.load(Ordering::Acquire);
}
}
}
}
}
fn wait(state_and_queue: &AtomicPtr<Masked>, mut current_state: *mut Masked) {
// Note: the following code was carefully written to avoid creating a
// mutable reference to `node` that gets aliased.
loop {
// Don't queue this thread if the status is no longer running,
// otherwise we will not be woken up.
if current_state.addr() & STATE_MASK != RUNNING {
return;
}
// Create the node for our current thread.
let node = Waiter {
thread: Cell::new(Some(thread::current())),
signaled: AtomicBool::new(false),
next: current_state.with_addr(current_state.addr() & !STATE_MASK) as *const Waiter,
};
let me = &node as *const Waiter as *const Masked as *mut Masked;
// Try to slide in the node at the head of the linked list, making sure
// that another thread didn't just replace the head of the linked list.
let exchange_result = state_and_queue.compare_exchange(
current_state,
me.with_addr(me.addr() | RUNNING),
Ordering::Release,
Ordering::Relaxed,
);
if let Err(old) = exchange_result {
current_state = old;
continue;
}
// We have enqueued ourselves, now lets wait.
// It is important not to return before being signaled, otherwise we
// would drop our `Waiter` node and leave a hole in the linked list
// (and a dangling reference). Guard against spurious wakeups by
// reparking ourselves until we are signaled.
while !node.signaled.load(Ordering::Acquire) {
// If the managing thread happens to signal and unpark us before we
// can park ourselves, the result could be this thread never gets
// unparked. Luckily `park` comes with the guarantee that if it got
// an `unpark` just before on an unparked thread it does not park.
thread::park();
}
break;
}
}
#[stable(feature = "std_debug", since = "1.16.0")]
impl fmt::Debug for Once {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("Once").finish_non_exhaustive()
}
}
impl Drop for WaiterQueue<'_> {
fn drop(&mut self) {
// Swap out our state with however we finished.
let state_and_queue =
self.state_and_queue.swap(self.set_state_on_drop_to, Ordering::AcqRel);
// We should only ever see an old state which was RUNNING.
assert_eq!(state_and_queue.addr() & STATE_MASK, RUNNING);
// Walk the entire linked list of waiters and wake them up (in lifo
// order, last to register is first to wake up).
unsafe {
// Right after setting `node.signaled = true` the other thread may
// free `node` if there happens to be has a spurious wakeup.
// So we have to take out the `thread` field and copy the pointer to
// `next` first.
let mut queue =
state_and_queue.with_addr(state_and_queue.addr() & !STATE_MASK) as *const Waiter;
while !queue.is_null() {
let next = (*queue).next;
let thread = (*queue).thread.take().unwrap();
(*queue).signaled.store(true, Ordering::Release);
// ^- FIXME (maybe): This is another case of issue #55005
// `store()` has a potentially dangling ref to `signaled`.
queue = next;
thread.unpark();
}
}
}
}
impl OnceState {
#[inline]
pub fn is_poisoned(&self) -> bool {
self.poisoned
}
#[inline]
pub fn poison(&self) {
self.set_state_on_drop_to.set(ptr::invalid_mut(POISONED));
}
}