Refactored to improve performance by less locking

This commit is contained in:
Thorsten Sommer 2020-11-07 12:40:03 +01:00
parent 9c7e4664ce
commit 69e8715a4a
2 changed files with 418 additions and 138 deletions

View File

@ -1,47 +1,70 @@
using System; using System;
using System.Collections.Concurrent;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Threading; using System.Threading;
using System.Threading.Channels;
using System.Threading.Tasks; using System.Threading.Tasks;
using FastRng.Double.Distributions; using FastRng.Double.Distributions;
namespace FastRng.Double namespace FastRng.Double
{ {
/// <summary> /// <summary>
/// A fast multi-threaded pseudo random number generator.
/// </summary>
/// <remarks>
/// Please note, that Math.NET's (https://www.mathdotnet.com/) random number generator is in some situations faster.
/// Unlike Math.NET, MultiThreadedRng is multi-threaded and async. Consumers can await the next number without
/// blocking resources. Additionally, consumers can use a token to cancel e.g. timeout an operation as well.<br/><br/>
///
/// MultiThreadedRng using a shape fitter (a rejection sampler) to enforce arbitrary shapes of probabilities for
/// desired distributions. By using the shape fitter, it is even easy to define discontinuous, arbitrary functions
/// as shapes. Any consumer can define and use own distributions.<br/><br/>
///
/// This class uses the George Marsaglia's MWC algorithm. The algorithm's implementation based loosely on John D. /// This class uses the George Marsaglia's MWC algorithm. The algorithm's implementation based loosely on John D.
/// Cook's (johndcook.com) implementation (https://www.codeproject.com/Articles/25172/Simple-Random-Number-Generation). /// Cook's (johndcook.com) implementation (https://www.codeproject.com/Articles/25172/Simple-Random-Number-Generation).
/// Thanks John for the inspiration. /// Thanks John for the inspiration.<br/><br/>
/// </summary> ///
public sealed class MultiThreadedRng : IRandom /// Please notice: When using the debug environment, MultiThreadedRng uses a smaller buffer size. Please ensure,
/// that the production environment uses a release build, though.
/// </remarks>
public sealed class MultiThreadedRng : IRandom, IDisposable
{ {
#if DEBUG #if DEBUG
private const int CAPACITY_RANDOM_NUMBERS_4_SOURCE = 10_000; private const int BUFFER_SIZE = 10_000;
#else #else
private const int CAPACITY_RANDOM_NUMBERS_4_SOURCE = 16_000_000; private const int BUFFER_SIZE = 1_000_000;
#endif #endif
private readonly CancellationTokenSource producerTokenSource = new CancellationTokenSource(); // The queue size means, how many buffer we store in a queue at the same time:
private readonly object syncUintGenerators = new object(); private const int QUEUE_SIZE = 2;
private readonly object syncUniformDistributedDoubleGenerators = new object();
private readonly Thread[] producerRandomUint = new Thread[2];
private readonly Thread[] producerRandomUniformDistributedDouble = new Thread[2];
// Gets used to stop the producer threads:
private readonly CancellationTokenSource producerTokenSource = new CancellationTokenSource();
// The time a thread waits e.g. to check if the queue needs a new buffer:
private readonly TimeSpan waiter = TimeSpan.FromMilliseconds(10);
// The first queue, where to store buffers of random uint numbers:
private readonly ConcurrentQueue<uint[]> queueIntegers = new ConcurrentQueue<uint[]>();
// The second queue, where to store buffers of uniform random double numbers:
private readonly ConcurrentQueue<double[]> queueDoubles = new ConcurrentQueue<double[]>();
// The uint producer thread:
private Thread producerRandomUint;
// The uniform double producer thread:
private Thread producerRandomUniformDistributedDouble;
// Variable w and z for the uint generator. Both get used
// as seeding variable as well (cf. constructors)
private uint mW; private uint mW;
private uint mZ; private uint mZ;
private readonly Channel<uint> channelRandomUint = Channel.CreateBounded<uint>(new BoundedChannelOptions(CAPACITY_RANDOM_NUMBERS_4_SOURCE) // This is the current buffer for the consumer side i.e. the public interfaces:
{ private double[] currentBuffer = Array.Empty<double>();
FullMode = BoundedChannelFullMode.Wait,
SingleReader = false,
SingleWriter = false,
});
private readonly Channel<double> channelRandomUniformDistributedDouble = Channel.CreateBounded<double>(new BoundedChannelOptions(CAPACITY_RANDOM_NUMBERS_4_SOURCE) // The current pointer to the next current buffer's address to read from:
{ private int currentBufferPointer = BUFFER_SIZE;
FullMode = BoundedChannelFullMode.Wait,
SingleReader = false,
SingleWriter = false,
});
#region Constructors #region Constructors
@ -54,39 +77,30 @@ namespace FastRng.Double
var now = DateTime.Now; var now = DateTime.Now;
var ticks = now.Ticks; var ticks = now.Ticks;
this.mW = (uint) (ticks >> 16); this.mW = (uint) (ticks >> 16);
this.mZ = (uint) (ticks % 4294967296); this.mZ = (uint) (ticks % 4_294_967_296);
this.StartProducerThreads(deterministic: false); this.StartProducerThreads();
} }
public MultiThreadedRng(uint seedU) public MultiThreadedRng(uint seedU)
{ {
this.mW = seedU; this.mW = seedU;
this.mZ = 362436069; this.mZ = 362_436_069;
this.StartProducerThreads(deterministic: true); this.StartProducerThreads();
} }
public MultiThreadedRng(uint seedU, uint seedV) public MultiThreadedRng(uint seedU, uint seedV)
{ {
this.mW = seedU; this.mW = seedU;
this.mZ = seedV; this.mZ = seedV;
this.StartProducerThreads(deterministic: true); this.StartProducerThreads();
} }
private void StartProducerThreads(bool deterministic = false) private void StartProducerThreads()
{ {
this.producerRandomUint[0] = new Thread(() => this.RandomProducerUint(this.channelRandomUint.Writer, this.producerTokenSource.Token)) {IsBackground = true}; this.producerRandomUint = new Thread(() => this.RandomProducerUint(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUint[1] = new Thread(() => this.RandomProducerUint(this.channelRandomUint.Writer, this.producerTokenSource.Token)) {IsBackground = true}; this.producerRandomUint.Start();
this.producerRandomUint[0].Start(); this.producerRandomUniformDistributedDouble = new Thread(() => this.RandomProducerUniformDistributedDouble(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedDouble.Start();
if(!deterministic)
this.producerRandomUint[1].Start();
this.producerRandomUniformDistributedDouble[0] = new Thread(() => this.RandomProducerUniformDistributedDouble(this.channelRandomUint.Reader, channelRandomUniformDistributedDouble.Writer, this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedDouble[1] = new Thread(() => this.RandomProducerUniformDistributedDouble(this.channelRandomUint.Reader, channelRandomUniformDistributedDouble.Writer, this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedDouble[0].Start();
if(!deterministic)
this.producerRandomUniformDistributedDouble[1].Start();
} }
#endregion #endregion
@ -94,25 +108,44 @@ namespace FastRng.Double
#region Producers #region Producers
[ExcludeFromCodeCoverage] [ExcludeFromCodeCoverage]
private async void RandomProducerUint(ChannelWriter<uint> channelWriter, CancellationToken cancellationToken) private async void RandomProducerUint(CancellationToken cancellationToken)
{ {
try try
{ {
var buffer = new uint[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
while (!cancellationToken.IsCancellationRequested) while (!cancellationToken.IsCancellationRequested)
{ {
lock (syncUintGenerators) // A local next buffer, which gets filled next:
var nextBuffer = new uint[BUFFER_SIZE];
// Produce the necessary number of random uints:
for (var n = 0; n < nextBuffer.Length && !cancellationToken.IsCancellationRequested; n++)
{ {
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16);
{ this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16); nextBuffer[n] = (this.mZ << 16) + this.mW;
this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
buffer[n] = (this.mZ << 16) + this.mW;
}
} }
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) // Inside this loop, we try to enqueue the produced buffer:
await channelWriter.WriteAsync(buffer[n], cancellationToken); while (!cancellationToken.IsCancellationRequested)
{
try
{
// Ensure, that we do not produce more buffers, as configured:
if (this.queueIntegers.Count < QUEUE_SIZE)
{
this.queueIntegers.Enqueue(nextBuffer);
break;
}
// The queue was full. Wait a moment and try it again:
await Task.Delay(this.waiter, cancellationToken);
}
catch (TaskCanceledException)
{
// The producers should be stopped:
return;
}
}
} }
} }
catch (OperationCanceledException) catch (OperationCanceledException)
@ -121,23 +154,50 @@ namespace FastRng.Double
} }
[ExcludeFromCodeCoverage] [ExcludeFromCodeCoverage]
private async void RandomProducerUniformDistributedDouble(ChannelReader<uint> channelReaderUint, ChannelWriter<double> channelWriter, CancellationToken cancellationToken) private async void RandomProducerUniformDistributedDouble(CancellationToken cancellationToken)
{ {
try try
{ {
var buffer = new double[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
var randomUint = new uint[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
while (!cancellationToken.IsCancellationRequested) while (!cancellationToken.IsCancellationRequested)
{ {
for (var n = 0; n < randomUint.Length; n++) // A local source buffer of uints:
randomUint[n] = await channelReaderUint.ReadAsync(cancellationToken); uint[] bufferSource = null;
lock (syncUniformDistributedDoubleGenerators) // Try to get the next source buffer:
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) while (!this.queueIntegers.TryDequeue(out bufferSource) && !cancellationToken.IsCancellationRequested)
buffer[n] = (randomUint[n] + 1.0) * 2.328306435454494e-10; // 2.328 => 1/(2^32 + 2) await Task.Delay(this.waiter, cancellationToken);
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) // Case: The producers should be stopped:
await channelWriter.WriteAsync(buffer[n], cancellationToken); if(bufferSource == null)
return;
// A local buffer to fill with uniform doubles:
var nextBuffer = new double[BUFFER_SIZE];
// Generate the necessary number of doubles:
for (var n = 0; n < nextBuffer.Length && !cancellationToken.IsCancellationRequested; n++)
nextBuffer[n] = (bufferSource[n] + 1.0) * 2.328306435454494e-10;
// Inside this loop, we try to enqueue the generated buffer:
while (!cancellationToken.IsCancellationRequested)
{
try
{
// Ensure, that the queue contains only the configured number of buffers:
if (this.queueDoubles.Count < QUEUE_SIZE)
{
this.queueDoubles.Enqueue(nextBuffer);
break;
}
// The queue was full. Wait a moment and try it again:
await Task.Delay(this.waiter, cancellationToken);
}
catch (TaskCanceledException)
{
return;
}
}
} }
} }
catch (OperationCanceledException) catch (OperationCanceledException)
@ -151,14 +211,92 @@ namespace FastRng.Double
public async ValueTask<double> GetUniform(CancellationToken cancel = default) public async ValueTask<double> GetUniform(CancellationToken cancel = default)
{ {
try while (!cancel.IsCancellationRequested)
{ {
return await this.channelRandomUniformDistributedDouble.Reader.ReadAsync(cancel); // Check, if we need a new buffer to read from:
} if (this.currentBufferPointer >= BUFFER_SIZE)
catch (OperationCanceledException) {
{ // Create a local copy of the current buffer's pointer:
return double.NaN; var currentBufferReference = this.currentBuffer;
// Here, we store the next buffer until we implement it:
var nextBuffer = Array.Empty<double>();
// Try to get the next buffer from the queue:
while (this.currentBufferPointer >= BUFFER_SIZE && currentBufferReference == this.currentBuffer && !this.queueDoubles.TryDequeue(out nextBuffer))
{
//
// Case: There is no next buffer available.
// Must wait for producer(s) to provide next.
//
try
{
await Task.Delay(this.waiter, cancel);
}
catch (TaskCanceledException)
{
//
// Case: The consumer cancelled the request.
//
return double.NaN;
}
}
//
// Note: In general, it does not matter if the following compare-exchange is successful.
// 1st case: It was successful -- everything is fine. But we are responsible to re-set the currentBufferPointer.
// 2nd case: It was not successful. This means, that another thread was successful, though.
// That case is fine as well. But we would loose one buffer of work. Thus, we
// check for this case and preserve the buffer full of work.
//
// Try to implement the dequeued buffer without locking other threads:
if (Interlocked.CompareExchange(ref this.currentBuffer, nextBuffer, currentBufferReference) != currentBufferReference)
{
//
// Case: Another thread updated the buffer already.
// Thus, we enqueue our copy of the next buffer to preserve it.
//
this.queueDoubles.Enqueue(nextBuffer);
// Next? We can go ahead and yield a random number...
}
else
{
//
// Case: We updated the buffer.
//
this.currentBufferPointer = 0;
// Next? We can go ahead and yield a random number...
}
}
// Made a local copy of the current pointer:
var myPointer = this.currentBufferPointer;
// Increment the pointer for the next thread or call:
var nextPointer = myPointer + 1;
// Try to update the pointer without locking other threads:
if (Interlocked.CompareExchange(ref this.currentBufferPointer, nextPointer, myPointer) == myPointer)
{
//
// Case: Success. We updated the pointer and, thus, can use the pointer to read a number.
//
return this.currentBuffer[myPointer];
}
//
// Case: Another thread updated the pointer already. Must restart the process
// to get a random number.
//
} }
//
// Case: The consumer cancelled the request.
//
return double.NaN;
} }
public async ValueTask<uint> NextNumber(uint rangeStart, uint rangeEnd, IDistribution distribution, CancellationToken cancel = default) public async ValueTask<uint> NextNumber(uint rangeStart, uint rangeEnd, IDistribution distribution, CancellationToken cancel = default)
@ -213,6 +351,8 @@ namespace FastRng.Double
public void StopProducer() => this.producerTokenSource.Cancel(); public void StopProducer() => this.producerTokenSource.Cancel();
public void Dispose() => this.StopProducer();
#endregion #endregion
} }
} }

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@ -1,47 +1,70 @@
using System; using System;
using System.Collections.Concurrent;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Threading; using System.Threading;
using System.Threading.Channels;
using System.Threading.Tasks; using System.Threading.Tasks;
using FastRng.Float.Distributions; using FastRng.Float.Distributions;
namespace FastRng.Float namespace FastRng.Float
{ {
/// <summary> /// <summary>
/// A fast multi-threaded pseudo random number generator.
/// </summary>
/// <remarks>
/// Please note, that Math.NET's (https://www.mathdotnet.com/) random number generator is in some situations faster.
/// Unlike Math.NET, MultiThreadedRng is multi-threaded and async. Consumers can await the next number without
/// blocking resources. Additionally, consumers can use a token to cancel e.g. timeout an operation as well.<br/><br/>
///
/// MultiThreadedRng using a shape fitter (a rejection sampler) to enforce arbitrary shapes of probabilities for
/// desired distributions. By using the shape fitter, it is even easy to define discontinuous, arbitrary functions
/// as shapes. Any consumer can define and use own distributions.<br/><br/>
///
/// This class uses the George Marsaglia's MWC algorithm. The algorithm's implementation based loosely on John D. /// This class uses the George Marsaglia's MWC algorithm. The algorithm's implementation based loosely on John D.
/// Cook's (johndcook.com) implementation (https://www.codeproject.com/Articles/25172/Simple-Random-Number-Generation). /// Cook's (johndcook.com) implementation (https://www.codeproject.com/Articles/25172/Simple-Random-Number-Generation).
/// Thanks John for the inspiration. /// Thanks John for the inspiration.<br/><br/>
/// </summary> ///
public sealed class MultiThreadedRng : IRandom /// Please notice: When using the debug environment, MultiThreadedRng uses a smaller buffer size. Please ensure,
/// that the production environment uses a release build, though.
/// </remarks>
public sealed class MultiThreadedRng : IRandom, IDisposable
{ {
#if DEBUG #if DEBUG
private const int CAPACITY_RANDOM_NUMBERS_4_SOURCE = 10_000; private const int BUFFER_SIZE = 10_000;
#else #else
private const int CAPACITY_RANDOM_NUMBERS_4_SOURCE = 16_000_000; private const int BUFFER_SIZE = 1_000_000;
#endif #endif
private readonly CancellationTokenSource producerTokenSource = new CancellationTokenSource(); // The queue size means, how many buffer we store in a queue at the same time:
private readonly object syncUintGenerators = new object(); private const int QUEUE_SIZE = 2;
private readonly object syncUniformDistributedFloatGenerators = new object();
private readonly Thread[] producerRandomUint = new Thread[2];
private readonly Thread[] producerRandomUniformDistributedFloat = new Thread[2];
// Gets used to stop the producer threads:
private readonly CancellationTokenSource producerTokenSource = new CancellationTokenSource();
// The time a thread waits e.g. to check if the queue needs a new buffer:
private readonly TimeSpan waiter = TimeSpan.FromMilliseconds(10);
// The first queue, where to store buffers of random uint numbers:
private readonly ConcurrentQueue<uint[]> queueIntegers = new ConcurrentQueue<uint[]>();
// The second queue, where to store buffers of uniform random floating point numbers:
private readonly ConcurrentQueue<float[]> queueFloats = new ConcurrentQueue<float[]>();
// The uint producer thread:
private Thread producerRandomUint;
// The uniform float producer thread:
private Thread producerRandomUniformDistributedFloat;
// Variable w and z for the uint generator. Both get used
// as seeding variable as well (cf. constructors)
private uint mW; private uint mW;
private uint mZ; private uint mZ;
private readonly Channel<uint> channelRandomUint = Channel.CreateBounded<uint>(new BoundedChannelOptions(CAPACITY_RANDOM_NUMBERS_4_SOURCE) // This is the current buffer for the consumer side i.e. the public interfaces:
{ private float[] currentBuffer = Array.Empty<float>();
FullMode = BoundedChannelFullMode.Wait,
SingleReader = false,
SingleWriter = false,
});
private readonly Channel<float> channelRandomUniformDistributedFloat = Channel.CreateBounded<float>(new BoundedChannelOptions(CAPACITY_RANDOM_NUMBERS_4_SOURCE) // The current pointer to the next current buffer's address to read from:
{ private int currentBufferPointer = BUFFER_SIZE;
FullMode = BoundedChannelFullMode.Wait,
SingleReader = false,
SingleWriter = false,
});
#region Constructors #region Constructors
@ -54,39 +77,30 @@ namespace FastRng.Float
var now = DateTime.Now; var now = DateTime.Now;
var ticks = now.Ticks; var ticks = now.Ticks;
this.mW = (uint) (ticks >> 16); this.mW = (uint) (ticks >> 16);
this.mZ = (uint) (ticks % 4294967296); this.mZ = (uint) (ticks % 4_294_967_296);
this.StartProducerThreads(deterministic: false); this.StartProducerThreads();
} }
public MultiThreadedRng(uint seedU) public MultiThreadedRng(uint seedU)
{ {
this.mW = seedU; this.mW = seedU;
this.mZ = 362436069; this.mZ = 362_436_069;
this.StartProducerThreads(deterministic: true); this.StartProducerThreads();
} }
public MultiThreadedRng(uint seedU, uint seedV) public MultiThreadedRng(uint seedU, uint seedV)
{ {
this.mW = seedU; this.mW = seedU;
this.mZ = seedV; this.mZ = seedV;
this.StartProducerThreads(deterministic: true); this.StartProducerThreads();
} }
private void StartProducerThreads(bool deterministic = false) private void StartProducerThreads()
{ {
this.producerRandomUint[0] = new Thread(() => this.RandomProducerUint(this.channelRandomUint.Writer, this.producerTokenSource.Token)) {IsBackground = true}; this.producerRandomUint = new Thread(() => this.RandomProducerUint(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUint[1] = new Thread(() => this.RandomProducerUint(this.channelRandomUint.Writer, this.producerTokenSource.Token)) {IsBackground = true}; this.producerRandomUint.Start();
this.producerRandomUint[0].Start(); this.producerRandomUniformDistributedFloat = new Thread(() => this.RandomProducerUniformDistributedFloat(this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedFloat.Start();
if(!deterministic)
this.producerRandomUint[1].Start();
this.producerRandomUniformDistributedFloat[0] = new Thread(() => this.RandomProducerUniformDistributedFloat(this.channelRandomUint.Reader, channelRandomUniformDistributedFloat.Writer, this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedFloat[1] = new Thread(() => this.RandomProducerUniformDistributedFloat(this.channelRandomUint.Reader, channelRandomUniformDistributedFloat.Writer, this.producerTokenSource.Token)) {IsBackground = true};
this.producerRandomUniformDistributedFloat[0].Start();
if(!deterministic)
this.producerRandomUniformDistributedFloat[1].Start();
} }
#endregion #endregion
@ -94,25 +108,44 @@ namespace FastRng.Float
#region Producers #region Producers
[ExcludeFromCodeCoverage] [ExcludeFromCodeCoverage]
private async void RandomProducerUint(ChannelWriter<uint> channelWriter, CancellationToken cancellationToken) private async void RandomProducerUint(CancellationToken cancellationToken)
{ {
try try
{ {
var buffer = new uint[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
while (!cancellationToken.IsCancellationRequested) while (!cancellationToken.IsCancellationRequested)
{ {
lock (syncUintGenerators) // A local next buffer, which gets filled next:
var nextBuffer = new uint[BUFFER_SIZE];
// Produce the necessary number of random uints:
for (var n = 0; n < nextBuffer.Length && !cancellationToken.IsCancellationRequested; n++)
{ {
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16);
{ this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16); nextBuffer[n] = (this.mZ << 16) + this.mW;
this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
buffer[n] = (this.mZ << 16) + this.mW;
}
} }
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) // Inside this loop, we try to enqueue the produced buffer:
await channelWriter.WriteAsync(buffer[n], cancellationToken); while (!cancellationToken.IsCancellationRequested)
{
try
{
// Ensure, that we do not produce more buffers, as configured:
if (this.queueIntegers.Count < QUEUE_SIZE)
{
this.queueIntegers.Enqueue(nextBuffer);
break;
}
// The queue was full. Wait a moment and try it again:
await Task.Delay(this.waiter, cancellationToken);
}
catch (TaskCanceledException)
{
// The producers should be stopped:
return;
}
}
} }
} }
catch (OperationCanceledException) catch (OperationCanceledException)
@ -121,23 +154,50 @@ namespace FastRng.Float
} }
[ExcludeFromCodeCoverage] [ExcludeFromCodeCoverage]
private async void RandomProducerUniformDistributedFloat(ChannelReader<uint> channelReaderUint, ChannelWriter<float> channelWriter, CancellationToken cancellationToken) private async void RandomProducerUniformDistributedFloat(CancellationToken cancellationToken)
{ {
try try
{ {
var buffer = new float[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
var randomUint = new uint[CAPACITY_RANDOM_NUMBERS_4_SOURCE];
while (!cancellationToken.IsCancellationRequested) while (!cancellationToken.IsCancellationRequested)
{ {
for (var n = 0; n < randomUint.Length; n++) // A local source buffer of uints:
randomUint[n] = await channelReaderUint.ReadAsync(cancellationToken); uint[] bufferSource = null;
lock (syncUniformDistributedFloatGenerators) // Try to get the next source buffer:
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) while (!this.queueIntegers.TryDequeue(out bufferSource) && !cancellationToken.IsCancellationRequested)
buffer[n] = (randomUint[n] + 1.0f) * 2.328306435454494e-10f; // 2.328 => 1/(2^32 + 2) await Task.Delay(this.waiter, cancellationToken);
for (var n = 0; n < buffer.Length && !cancellationToken.IsCancellationRequested; n++) // Case: The producers should be stopped:
await channelWriter.WriteAsync(buffer[n], cancellationToken); if(bufferSource == null)
return;
// A local buffer to fill with uniform floats:
var nextBuffer = new float[BUFFER_SIZE];
// Generate the necessary number of floats:
for (var n = 0; n < nextBuffer.Length && !cancellationToken.IsCancellationRequested; n++)
nextBuffer[n] = (bufferSource[n] + 1.0f) * 2.328306435454494e-10f;
// Inside this loop, we try to enqueue the generated buffer:
while (!cancellationToken.IsCancellationRequested)
{
try
{
// Ensure, that the queue contains only the configured number of buffers:
if (this.queueFloats.Count < QUEUE_SIZE)
{
this.queueFloats.Enqueue(nextBuffer);
break;
}
// The queue was full. Wait a moment and try it again:
await Task.Delay(this.waiter, cancellationToken);
}
catch (TaskCanceledException)
{
return;
}
}
} }
} }
catch (OperationCanceledException) catch (OperationCanceledException)
@ -151,14 +211,92 @@ namespace FastRng.Float
public async ValueTask<float> GetUniform(CancellationToken cancel = default) public async ValueTask<float> GetUniform(CancellationToken cancel = default)
{ {
try while (!cancel.IsCancellationRequested)
{ {
return await this.channelRandomUniformDistributedFloat.Reader.ReadAsync(cancel); // Check, if we need a new buffer to read from:
} if (this.currentBufferPointer >= BUFFER_SIZE)
catch (OperationCanceledException) {
{ // Create a local copy of the current buffer's pointer:
return float.NaN; var currentBufferReference = this.currentBuffer;
// Here, we store the next buffer until we implement it:
var nextBuffer = Array.Empty<float>();
// Try to get the next buffer from the queue:
while (this.currentBufferPointer >= BUFFER_SIZE && currentBufferReference == this.currentBuffer && !this.queueFloats.TryDequeue(out nextBuffer))
{
//
// Case: There is no next buffer available.
// Must wait for producer(s) to provide next.
//
try
{
await Task.Delay(this.waiter, cancel);
}
catch (TaskCanceledException)
{
//
// Case: The consumer cancelled the request.
//
return float.NaN;
}
}
//
// Note: In general, it does not matter if the following compare-exchange is successful.
// 1st case: It was successful -- everything is fine. But we are responsible to re-set the currentBufferPointer.
// 2nd case: It was not successful. This means, that another thread was successful, though.
// That case is fine as well. But we would loose one buffer of work. Thus, we
// check for this case and preserve the buffer full of work.
//
// Try to implement the dequeued buffer without locking other threads:
if (Interlocked.CompareExchange(ref this.currentBuffer, nextBuffer, currentBufferReference) != currentBufferReference)
{
//
// Case: Another thread updated the buffer already.
// Thus, we enqueue our copy of the next buffer to preserve it.
//
this.queueFloats.Enqueue(nextBuffer);
// Next? We can go ahead and yield a random number...
}
else
{
//
// Case: We updated the buffer.
//
this.currentBufferPointer = 0;
// Next? We can go ahead and yield a random number...
}
}
// Made a local copy of the current pointer:
var myPointer = this.currentBufferPointer;
// Increment the pointer for the next thread or call:
var nextPointer = myPointer + 1;
// Try to update the pointer without locking other threads:
if (Interlocked.CompareExchange(ref this.currentBufferPointer, nextPointer, myPointer) == myPointer)
{
//
// Case: Success. We updated the pointer and, thus, can use the pointer to read a number.
//
return this.currentBuffer[myPointer];
}
//
// Case: Another thread updated the pointer already. Must restart the process
// to get a random number.
//
} }
//
// Case: The consumer cancelled the request.
//
return float.NaN;
} }
public async ValueTask<uint> NextNumber(uint rangeStart, uint rangeEnd, IDistribution distribution, CancellationToken cancel = default) public async ValueTask<uint> NextNumber(uint rangeStart, uint rangeEnd, IDistribution distribution, CancellationToken cancel = default)
@ -213,6 +351,8 @@ namespace FastRng.Float
public void StopProducer() => this.producerTokenSource.Cancel(); public void StopProducer() => this.producerTokenSource.Cancel();
public void Dispose() => this.StopProducer();
#endregion #endregion
} }
} }