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base.go
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base.go
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package wheel
import (
"math"
"sync"
"sync/atomic"
"time"
)
const (
// DefaultGranularity 1ms every 1ms a tick
DefaultGranularity = time.Millisecond * 1
)
// 主级 + 4个层级共5级 占32位
const (
tvRBits = 8 // 主级占8位
tvNBits = 6 // 4个层级各占6位
tvNNum = 4 // 层级个数
tvRSize = 1 << tvRBits // 主级槽个数
tvNSize = 1 << tvNBits // 每个层级槽个数
tvRMask = tvRSize - 1 // 主轮掩码
tvNMask = tvNSize - 1 // 层级掩码
)
// Base time wheel base
type Base struct {
spokes []list
doRunning *list
curTick uint32
startTime time.Time
granularity time.Duration
rw sync.RWMutex
stop chan struct{}
running uint32
}
// Option option for base
type Option func(w *Base)
// WithGranularity override base granularity
func WithGranularity(gra time.Duration) Option {
return func(w *Base) {
w.granularity = gra
}
}
// New new a base wheel
func New(opts ...Option) *Base {
wl := &Base{
spokes: make([]list, tvRSize+tvNSize*tvNNum),
doRunning: newList(),
startTime: time.Now(),
granularity: DefaultGranularity,
stop: make(chan struct{}),
curTick: math.MaxUint32 - 30,
}
for _, opt := range opts {
opt(wl)
}
return wl
}
// Run the base in its own goroutine, or no-op if already started.
func (sf *Base) Run() *Base {
if atomic.CompareAndSwapUint32(&sf.running, 0, 1) {
go sf.runWork()
}
return sf
}
// HasRunning base running status.
func (sf *Base) HasRunning() bool {
return atomic.LoadUint32(&sf.running) == 1
}
// Close close wait util close
func (sf *Base) Close() error {
if atomic.CompareAndSwapUint32(&sf.running, 1, 0) {
sf.stop <- struct{}{}
}
return nil
}
// Len the number timer of the base.
func (sf *Base) Len() int {
var length int
sf.rw.RLock()
defer sf.rw.RUnlock()
for i := 0; i < len(sf.spokes); i++ {
length += sf.spokes[i].Len()
}
length += sf.doRunning.Len()
return length
}
// AddJob add a job
func (sf *Base) AddJob(job Job, timeout time.Duration) *Timer {
tm := NewJob(job)
sf.Add(tm, timeout)
return tm
}
// AddJobFunc add a job function
func (sf *Base) AddJobFunc(f func(), timeout time.Duration) *Timer {
return sf.AddJob(JobFunc(f), timeout)
}
// Add add timer to base.
func (sf *Base) Add(tm *Timer, timeout time.Duration) {
if tm == nil {
return
}
sf.rw.Lock()
sf.start(tm, timeout)
sf.rw.Unlock()
}
// Delete Delete timer from base.
func (sf *Base) Delete(tm *Timer) {
if tm == nil {
return
}
sf.rw.Lock()
tm.removeSelf()
sf.rw.Unlock()
}
// Modify modify timer timeout,and restart immediately.
func (sf *Base) Modify(tm *Timer, timeout time.Duration) {
if tm == nil {
return
}
sf.rw.Lock()
sf.start(tm, timeout)
sf.rw.Unlock()
}
func (sf *Base) runWork() {
tick := time.NewTimer(sf.granularity)
for {
select {
case now := <-tick.C:
nano := now.Sub(sf.startTime)
tick.Reset(nano % sf.granularity)
sf.rw.Lock()
for past := uint32(nano/sf.granularity) - sf.curTick; past > 0; past-- {
sf.curTick++
index := sf.curTick & tvRMask
if index == 0 {
sf.cascade()
}
sf.doRunning.SpliceBackList(&sf.spokes[index])
}
for sf.doRunning.Len() > 0 {
tm := sf.doRunning.PopFront()
sf.rw.Unlock()
if tm.job != nil {
if tm.useGoroutine {
go tm.job.Run()
} else {
wrapJob(tm.job)
}
}
sf.rw.Lock()
}
sf.rw.Unlock()
case <-sf.stop:
tick.Stop()
return
}
}
}
// 层叠计算每一层
func (sf *Base) cascade() {
for level := 0; ; {
index := int((sf.curTick >> (uint32)(tvRBits+level*tvNBits)) & tvNMask)
spoke := sf.spokes[tvRSize+tvNSize*level+index]
for spoke.Len() > 0 {
sf.addTimer(spoke.PopFront())
}
if level++; !(index == 0 && level < tvNNum) {
break
}
}
}
func (sf *Base) nextTick(next time.Time) uint32 {
return uint32((next.Sub(sf.startTime) + sf.granularity - 1) / sf.granularity)
}
func (sf *Base) addTimer(tm *Timer) *Timer {
var spokeIdx int
next := sf.nextTick(tm.nextTime)
if idx := next - sf.curTick; idx < tvRSize {
spokeIdx = int(next & tvRMask)
} else {
// 计算在哪一个层级
level := 0
for idx >>= tvRBits; idx >= tvNSize && level < (tvNNum-1); level++ {
idx >>= tvNBits
}
spokeIdx = tvRSize + tvNSize*level + int((next>>(uint32)(tvRBits+tvNBits*level))&tvNMask)
}
sf.spokes[spokeIdx].PushElementBack(tm)
return tm
}
func (sf *Base) start(tm *Timer, timeout time.Duration) {
tm.removeSelf() // should remove from old list
tm.nextTime = time.Now().Add(timeout)
if sf.nextTick(tm.nextTime) == sf.curTick {
sf.doRunning.PushElementBack(tm)
} else {
sf.addTimer(tm)
}
}