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<h1 id="线程同步atomic-原子类型与内存顺序"><a class="header" href="#线程同步atomic-原子类型与内存顺序">线程同步Atomic 原子类型与内存顺序</a></h1>
<p><code>Mutex</code>用起来简单,但是无法并发读,<code>RwLock</code>可以并发读,但是使用场景较为受限且性能不够,那么有没有一种全能性选手呢? 欢迎我们的<code>Atomic</code>闪亮登场。</p>
<p>从 Rust1.34 版本后,就正式支持原子类型。原子指的是一系列不可被 CPU 上下文交换的机器指令,这些指令组合在一起就形成了原子操作。在多核 CPU 下,当某个 CPU 核心开始运行原子操作时,会先暂停其它 CPU 内核对内存的操作,以保证原子操作不会被其它 CPU 内核所干扰。</p>
<p>由于原子操作是通过指令提供的支持,因此它的性能相比锁和消息传递会好很多。相比较于锁而言,原子类型不需要开发者处理加锁和释放锁的问题,同时支持修改,读取等操作,还具备较高的并发性能,几乎所有的语言都支持原子类型。</p>
<p>可以看出原子类型是无锁类型,但是无锁不代表无需等待,因为原子类型内部使用了<code>CAS</code>循环,当大量的冲突发生时,该等待还是得<a href="https://course.rs/advance/concurrency-with-threads/thread.html#%E5%A4%9A%E7%BA%BF%E7%A8%8B%E7%9A%84%E5%BC%80%E9%94%80">等待</a>!但是总归比锁要好。</p>
<blockquote>
<p>CAS 全称是 Compare and swap, 它通过一条指令读取指定的内存地址,然后判断其中的值是否等于给定的前置值,如果相等,则将其修改为新的值</p>
</blockquote>
<h2 id="使用-atomic-作为全局变量"><a class="header" href="#使用-atomic-作为全局变量">使用 Atomic 作为全局变量</a></h2>
<p>原子类型的一个常用场景,就是作为全局变量来使用:</p>
<pre><pre class="playground"><code class="language-rust edition2021">use std::ops::Sub;
use std::sync::atomic::{AtomicU64, Ordering};
use std::thread::{self, JoinHandle};
use std::time::Instant;
const N_TIMES: u64 = 10000000;
const N_THREADS: usize = 10;
static R: AtomicU64 = AtomicU64::new(0);
fn add_n_times(n: u64) -&gt; JoinHandle&lt;()&gt; {
thread::spawn(move || {
for _ in 0..n {
R.fetch_add(1, Ordering::Relaxed);
}
})
}
fn main() {
let s = Instant::now();
let mut threads = Vec::with_capacity(N_THREADS);
for _ in 0..N_THREADS {
threads.push(add_n_times(N_TIMES));
}
for thread in threads {
thread.join().unwrap();
}
assert_eq!(N_TIMES * N_THREADS as u64, R.load(Ordering::Relaxed));
println!(&quot;{:?}&quot;,Instant::now().sub(s));
}</code></pre></pre>
<p>以上代码启动了数个线程,每个线程都在疯狂对全局变量进行加 1 操作, 最后将它与<code>线程数 * 加1次数</code>进行比较,如果发生了因为多个线程同时修改导致了脏数据,那么这两个必将不相等。好在,它没有让我们失望,不仅快速的完成了任务,而且保证了 100%的并发安全性。</p>
<p>当然以上代码的功能其实也可以通过<code>Mutex</code>来实现,但是后者的强大功能是建立在额外的性能损耗基础上的,因此性能会逊色不少:</p>
<pre><code class="language-console">Atomic实现673ms
Mutex实现: 1136ms
</code></pre>
<p>可以看到<code>Atomic</code>实现会比<code>Mutex</code><strong>41%</strong>,实际上在复杂场景下还能更快(甚至达到 4 倍的性能差距)</p>
<p>还有一点值得注意: <strong><code>Mutex</code>一样,<code>Atomic</code>的值具有内部可变性</strong>,你无需将其声明为<code>mut</code></p>
<pre><pre class="playground"><code class="language-rust edition2021">use std::sync::Mutex;
use std::sync::atomic::{Ordering, AtomicU64};
struct Counter {
count: u64
}
fn main() {
let n = Mutex::new(Counter {
count: 0
});
n.lock().unwrap().count += 1;
let n = AtomicU64::new(0);
n.fetch_add(0, Ordering::Relaxed);
}</code></pre></pre>
<p>这里有一个奇怪的枚举成员<code>Ordering::Relaxed</code>, 看上去很像是排序作用,但是我们并没有做排序操作啊?实际上它用于控制原子操作使用的<strong>内存顺序</strong></p>
<h2 id="内存顺序"><a class="header" href="#内存顺序">内存顺序</a></h2>
<p>内存顺序是指 CPU 在访问内存时的顺序,该顺序可能受以下因素的影响:</p>
<ul>
<li>代码中的先后顺序</li>
<li>编译器优化导致在编译阶段发生改变(内存重排序 reordering)</li>
<li>运行阶段因 CPU 的缓存机制导致顺序被打乱</li>
</ul>
<h4 id="编译器优化导致内存顺序的改变"><a class="header" href="#编译器优化导致内存顺序的改变">编译器优化导致内存顺序的改变</a></h4>
<p>对于第二点,我们举个例子:</p>
<pre><pre class="playground"><code class="language-rust edition2021">static mut X: u64 = 0;
static mut Y: u64 = 1;
fn main() {
... // A
unsafe {
... // B
X = 1;
... // C
Y = 3;
... // D
X = 2;
... // E
}
}</code></pre></pre>
<p>假如在<code>C</code><code>D</code>代码片段中,根本没有用到<code>X = 1</code>,那么编译器很可能会将<code>X = 1</code><code>X = 2</code>进行合并:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span> ... // A
unsafe {
... // B
X = 2;
... // C
Y = 3;
... // D
... // E
}
<span class="boring">}</span></code></pre></pre>
<p>若代码<code>A</code>中创建了一个新的线程用于读取全局静态变量<code>X</code>,则该线程将无法读取到<code>X = 1</code>的结果,因为在编译阶段就已经被优化掉。</p>
<h4 id="cpu-缓存导致的内存顺序的改变"><a class="header" href="#cpu-缓存导致的内存顺序的改变">CPU 缓存导致的内存顺序的改变</a></h4>
<p>假设之前的<code>X = 1</code>没有被优化掉,并且在代码片段<code>A</code>中有一个新的线程:</p>
<pre><code class="language-console">initial state: X = 0, Y = 1
THREAD Main THREAD A
X = 1; if X == 1 {
Y = 3; Y *= 2;
X = 2; }
</code></pre>
<p>我们来讨论下以上线程状态,<code>Y</code>最终的可能值(可能性依次降低):</p>
<ul>
<li><code>Y = 3</code>: 线程<code>Main</code>运行完后才运行线程<code>A</code>,或者线程<code>A</code>运行完后再运行线程<code>Main</code></li>
<li><code>Y = 6</code>: 线程<code>Main</code><code>Y = 3</code>运行完,但<code>X = 2</code>还没被运行, 此时线程 A 开始运行<code>Y *= 2</code>, 最后才运行<code>Main</code>线程的<code>X = 2</code></li>
<li><code>Y = 2</code>: 线程<code>Main</code>正在运行<code>Y = 3</code>还没结束,此时线程<code>A</code>正在运行<code>Y *= 2</code>, 因此<code>Y</code>取到了值 1然后<code>Main</code>的线程将<code>Y</code>设置为 3 紧接着就被线程<code>A</code><code>Y = 2</code>所覆盖</li>
<li><code>Y = 2</code>: 上面的还只是一般的数据竞争,这里虽然产生了相同的结果<code>2</code>,但是背后的原理大相径庭: 线程<code>Main</code>运行完<code>Y = 3</code>,但是 CPU 缓存中的<code>Y = 3</code>还没有被同步到其它 CPU 缓存中,此时线程<code>A</code>中的<code>Y *= 2</code>就开始读取<code>Y</code>,结果读到了值<code>1</code>,最终计算出结果<code>2</code></li>
</ul>
<p>甚至更改成:</p>
<pre><code class="language-console">initial state: X = 0, Y = 1
THREAD Main THREAD A
X = 1; if X == 2 {
Y = 3; Y *= 2;
X = 2; }
</code></pre>
<p>还是可能出现<code>Y = 2</code>,因为<code>Main</code>线程中的<code>X</code><code>Y</code>被同步到其它 CPU 缓存中的顺序未必一致。</p>
<h4 id="限定内存顺序的-5-个规则"><a class="header" href="#限定内存顺序的-5-个规则">限定内存顺序的 5 个规则</a></h4>
<p>在理解了内存顺序可能存在的改变后,你就可以明白为什么 Rust 提供了<code>Ordering::Relaxed</code>用于限定内存顺序了,事实上,该枚举有 5 个成员:</p>
<ul>
<li><strong>Relaxed</strong> 这是最宽松的规则,它对编译器和 CPU 不做任何限制,可以乱序</li>
<li><strong>Release 释放</strong>,设定内存屏障(Memory barrier),保证它之前的操作永远在它之前,但是它后面的操作可能被重排到它前面</li>
<li><strong>Acquire 获取</strong>, 设定内存屏障,保证在它之后的访问永远在它之后,但是它之前的操作却有可能被重排到它后面,往往和<code>Release</code>在不同线程中联合使用</li>
<li><strong>AcqRel</strong>, 是 <em>Acquire</em><em>Release</em> 的结合,同时拥有它们俩提供的保证。比如你要对一个 <code>atomic</code> 自增 1同时希望该操作之前和之后的读取或写入操作不会被重新排序</li>
<li><strong>SeqCst 顺序一致性</strong> <code>SeqCst</code>就像是<code>AcqRel</code>的加强版,它不管原子操作是属于读取还是写入的操作,只要某个线程有用到<code>SeqCst</code>的原子操作,线程中该<code>SeqCst</code>操作前的数据操作绝对不会被重新排在该<code>SeqCst</code>操作之后,且该<code>SeqCst</code>操作后的数据操作也绝对不会被重新排在<code>SeqCst</code>操作前。</li>
</ul>
<p>这些规则由于是系统提供的,因此其它语言提供的相应规则也大同小异,大家如果不明白可以看看其它语言的相关解释。</p>
<h4 id="内存屏障的例子"><a class="header" href="#内存屏障的例子">内存屏障的例子</a></h4>
<p>下面我们以<code>Release</code><code>Acquire</code>为例,使用它们构筑出一对内存屏障,防止编译器和 CPU 将屏障前(Release)和屏障后(Acquire)中的数据操作重新排在屏障围成的范围之外:</p>
<pre><pre class="playground"><code class="language-rust edition2021">use std::thread::{self, JoinHandle};
use std::sync::atomic::{Ordering, AtomicBool};
static mut DATA: u64 = 0;
static READY: AtomicBool = AtomicBool::new(false);
fn reset() {
unsafe {
DATA = 0;
}
READY.store(false, Ordering::Relaxed);
}
fn producer() -&gt; JoinHandle&lt;()&gt; {
thread::spawn(move || {
unsafe {
DATA = 100; // A
}
READY.store(true, Ordering::Release); // B: 内存屏障 ↑
})
}
fn consumer() -&gt; JoinHandle&lt;()&gt; {
thread::spawn(move || {
while !READY.load(Ordering::Acquire) {} // C: 内存屏障 ↓
assert_eq!(100, unsafe { DATA }); // D
})
}
fn main() {
loop {
reset();
let t_producer = producer();
let t_consumer = consumer();
t_producer.join().unwrap();
t_consumer.join().unwrap();
}
}</code></pre></pre>
<p>原则上,<code>Acquire</code>用于读取,而<code>Release</code>用于写入。但是由于有些原子操作同时拥有读取和写入的功能,此时就需要使用<code>AcqRel</code>来设置内存顺序了。在内存屏障中被写入的数据,都可以被其它线程读取到,不会有 CPU 缓存的问题。</p>
<p><strong>内存顺序的选择</strong></p>
<ol>
<li>不知道怎么选择时,优先使用<code>SeqCst</code>,虽然会稍微减慢速度,但是慢一点也比出现错误好</li>
<li>多线程只计数<code>fetch_add</code>而不使用该值触发其他逻辑分支的简单使用场景,可以使用<code>Relaxed</code><br />
参考 <a href="https://stackoverflow.com/questions/30407121/which-stdsyncatomicordering-to-use">Which std::sync::atomic::Ordering to use?</a></li>
</ol>
<h2 id="多线程中使用-atomic"><a class="header" href="#多线程中使用-atomic">多线程中使用 Atomic</a></h2>
<p>在多线程环境中要使用<code>Atomic</code>需要配合<code>Arc</code></p>
<pre><pre class="playground"><code class="language-rust edition2021">use std::sync::Arc;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::{hint, thread};
fn main() {
let spinlock = Arc::new(AtomicUsize::new(1));
let spinlock_clone = Arc::clone(&amp;spinlock);
let thread = thread::spawn(move|| {
spinlock_clone.store(0, Ordering::SeqCst);
});
// 等待其它线程释放锁
while spinlock.load(Ordering::SeqCst) != 0 {
hint::spin_loop();
}
if let Err(panic) = thread.join() {
println!(&quot;Thread had an error: {:?}&quot;, panic);
}
}</code></pre></pre>
<h2 id="atomic-能替代锁吗"><a class="header" href="#atomic-能替代锁吗">Atomic 能替代锁吗</a></h2>
<p>那么原子类型既然这么全能,它可以替代锁吗?答案是不行:</p>
<ul>
<li>对于复杂的场景下,锁的使用简单粗暴,不容易有坑</li>
<li><code>std::sync::atomic</code>包中仅提供了数值类型的原子操作:<code>AtomicBool</code>, <code>AtomicIsize</code>, <code>AtomicUsize</code>, <code>AtomicI8</code>, <code>AtomicU16</code>等,而锁可以应用于各种类型</li>
<li>在有些情况下,必须使用锁来配合,例如上一章节中使用<code>Mutex</code>配合<code>Condvar</code></li>
</ul>
<h2 id="atomic-的应用场景"><a class="header" href="#atomic-的应用场景">Atomic 的应用场景</a></h2>
<p>事实上,<code>Atomic</code>虽然对于用户不太常用,但是对于高性能库的开发者、标准库开发者都非常常用,它是并发原语的基石,除此之外,还有一些场景适用:</p>
<ul>
<li>无锁(lock free)数据结构</li>
<li>全局变量,例如全局自增 ID, 在后续章节会介绍</li>
<li>跨线程计数器,例如可以用于统计指标</li>
</ul>
<p>以上列出的只是<code>Atomic</code>适用的部分场景,具体场景需要大家未来根据自己的需求进行权衡选择。</p>
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