opm-simulators/opm/autodiff/ThreadHandle.hpp
Robert Kloefkorn e46810d2dc [bugfix] 1) create asyncOutput object on all ranks to avoid deadlock in
MPI_Bcast call in writeTimeStepWithCellProperties.
2) ThreadHandle waits on destruction until all objects have been dealt with.
2017-05-29 18:08:18 +02:00

189 lines
4.7 KiB
C++

#ifndef OPM_THREADHANDLE_HPP
#define OPM_THREADHANDLE_HPP
#include <cassert>
#include <dune/common/exceptions.hh>
#include <thread>
#include <mutex>
#include <queue>
namespace Opm
{
class ThreadHandle
{
public:
class ObjectInterface
{
protected:
ObjectInterface() {}
public:
virtual ~ObjectInterface() {}
virtual void run() = 0;
virtual bool isEndMarker () const { return false; }
};
template <class Object>
class ObjectWrapper : public ObjectInterface
{
Object obj_;
public:
ObjectWrapper( Object&& obj ) : obj_( std::move( obj ) ) {}
void run() { obj_.run(); }
};
protected:
class EndObject : public ObjectInterface
{
public:
void run () { }
bool isEndMarker () const { return true; }
};
////////////////////////////////////////////
// class ThreadHandleQueue
////////////////////////////////////////////
class ThreadHandleQueue
{
protected:
std::queue< std::unique_ptr< ObjectInterface > > objQueue_;
std::mutex mutex_;
// no copying
ThreadHandleQueue( const ThreadHandleQueue& ) = delete;
// wait duration of 10 milli seconds
void wait() const
{
std::this_thread::sleep_for( std::chrono::milliseconds(10) );
}
public:
//! constructor creating object that is executed by thread
ThreadHandleQueue()
: objQueue_(), mutex_()
{
}
~ThreadHandleQueue()
{
// wait until all objects have been written.
while( ! objQueue_.empty() )
{
wait();
}
}
//! insert object into threads queue
void push_back( std::unique_ptr< ObjectInterface >&& obj )
{
// lock mutex to make sure objPtr is not used
mutex_.lock();
objQueue_.emplace( std::move(obj) );
mutex_.unlock();
}
//! do the work until the queue received an end object
void run()
{
// wait until objects have been pushed to the queue
while( objQueue_.empty() )
{
// sleep one second
wait();
}
{
// lock mutex for access to objQueue_
mutex_.lock();
// get next object from queue
std::unique_ptr< ObjectInterface > obj( objQueue_.front().release() );
// remove object from queue
objQueue_.pop();
// unlock mutex for access to objQueue_
mutex_.unlock();
// if object is end marker terminate thread
if( obj->isEndMarker() ){
if( ! objQueue_.empty() ) {
OPM_THROW(std::logic_error,"ThreadHandleQueue: not all queued objects were executed");
}
return;
}
// execute object action
obj->run();
}
// keep thread running
run();
}
}; // end ThreadHandleQueue
////////////////////////////////////////////////////
// end ThreadHandleQueue
////////////////////////////////////////////////////
// start the thread by calling method run
static void startThread( ThreadHandleQueue* obj )
{
obj->run();
}
ThreadHandleQueue threadObjectQueue_;
std::unique_ptr< std::thread > thread_;
private:
// prohibit copying
ThreadHandle( const ThreadHandle& ) = delete;
public:
//! constructor creating ThreadHandle
//! \param isIORank if true thread is created
ThreadHandle( const bool createThread )
: threadObjectQueue_(),
thread_()
{
if( createThread )
{
thread_.reset( new std::thread( startThread, &threadObjectQueue_ ) );
// detach thread into nirvana
thread_->detach();
}
} // end constructor
//! dispatch object to queue of separate thread
template <class Object>
void dispatch( Object&& obj )
{
if( thread_ )
{
typedef ObjectWrapper< Object > ObjectPointer;
ObjectInterface* objPtr = new ObjectPointer( std::move(obj) );
// add object to queue of objects
threadObjectQueue_.push_back( std::unique_ptr< ObjectInterface > (objPtr) );
}
else
{
OPM_THROW(std::logic_error,"ThreadHandle::dispatch called without thread being initialized (i.e. on non-ioRank)");
}
}
//! destructor terminating the thread
~ThreadHandle()
{
if( thread_ )
{
// dispatch end object which will terminate the thread
threadObjectQueue_.push_back( std::unique_ptr< ObjectInterface > (new EndObject()) ) ;
}
}
};
} // end namespace Opm
#endif