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<h1 id="构建多线程-web-服务器"><a class="header" href="#构建多线程-web-服务器">构建多线程 Web 服务器</a></h1>
<p>目前的单线程版本只能依次处理用户的请求:一时间只能处理一个请求连接。随着用户的请求数增多,可以预料的是排在后面的用户可能要等待数十秒甚至超时!</p>
<p>本章我们将解决这个问题,但是首先来模拟一个慢请求场景,看看单线程是否真的如此糟糕。</p>
<h2 id="基于单线程模拟慢请求"><a class="header" href="#基于单线程模拟慢请求">基于单线程模拟慢请求</a></h2>
<p>下面的代码中,使用 sleep 的方式让每次请求持续 5 秒,模拟真实的慢请求:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>// in main.rs
use std::{
fs,
io::{prelude::*, BufReader},
net::{TcpListener, TcpStream},
thread,
time::Duration,
};
// --snip--
fn handle_connection(mut stream: TcpStream) {
// --snip--
let (status_line, filename) = match &amp;request_line[..] {
"GET / HTTP/1.1" =&gt; ("HTTP/1.1 200 OK", "hello.html"),
"GET /sleep HTTP/1.1" =&gt; {
thread::sleep(Duration::from_secs(5));
("HTTP/1.1 200 OK", "hello.html")
}
_ =&gt; ("HTTP/1.1 404 NOT FOUND", "404.html"),
};
// --snip--
}
<span class="boring">}</span></code></pre></pre>
<p>由于增加了新的请求路径 <code>/sleep</code>,之前的 <code>if else</code> 被修改为 <code>match</code>,需要注意的是,由于 <code>match</code> 不会像方法那样自动做引用或者解引用,因此我们需要显式调用: <code>match &amp;request_line[..]</code> ,来获取所需的 <code>&amp;str</code> 类型。</p>
<p>可以看出,当用户访问 <code>/sleep</code> 时,请求会持续 5 秒后才返回,下面来试试,启动服务器后,打开你的浏览器,这次要分别打开两个页面(tab页): <code>http://127.0.0.1:7878/</code><code>http://127.0.0.1:7878/sleep</code></p>
<p>此时,如果我们连续访问 <code>/</code> 路径,那效果跟之前一样:立刻看到请求的页面。但假如先访问 <code>/sleep</code> ,接着在另一个页面访问 <code>/</code>,就会看到 <code>/</code> 的页面直到 5 秒后才会刷出来,验证了请求排队这个糟糕的事实。</p>
<p>至于如何解决,其实办法不少,本章我们来看看一个经典解决方案:线程池。</p>
<h2 id="使用线程池改善吞吐"><a class="header" href="#使用线程池改善吞吐">使用线程池改善吞吐</a></h2>
<p>线程池包含一组已生成的线程,它们时刻等待着接收并处理新的任务。当程序接收到新任务时,它会将线程池中的一个线程指派给该任务,在该线程忙着处理时,新来的任务会交给池中剩余的线程进行处理。最终,当执行任务的线程处理完后,它会被重新放入到线程池中,准备处理新任务。</p>
<p>假设线程池中包含 N 个线程,那么可以推断出,服务器将拥有并发处理 N 个请求连接的能力,从而增加服务器的吞吐量。</p>
<p>同时我们将限制线程池中的线程数量以保护服务器免受拒绝服务攻击DoS的影响如果针对每个请求创建一个新线程那么一个人向我们的服务器发出1000万个请求会直接耗尽资源导致后续用户的请求无法被处理这也是拒绝服务名称的来源。</p>
<p>因此,还需对线程池进行一定的架构设计,首先是设定最大线程数的上限,其次维护一个请求队列。池中的线程去队列中依次弹出请求并处理。这样就可以同时并发处理 N 个请求,其中 N 是线程数。</p>
<p>但聪明的读者可能会想到,假如每个请求依然耗时很长,那请求队列依然会堆积,后续的用户请求还是需要等待较长的时间,毕竟你也就 N 个线程,但总归比单线程要强 N 倍吧 :D</p>
<p>当然,线程池依然是较为传统的提升吞吐方法,比较新的有:单线程异步 IO例如 redis多线程异步 IO例如 Rust 的主流 web 框架。事实上,大家在下一个实战项目中,会看到相关技术的应用。</p>
<h3 id="为每个请求生成一个线程"><a class="header" href="#为每个请求生成一个线程">为每个请求生成一个线程</a></h3>
<p>这显然不是我们的最终方案,原因在于它会生成无上限的线程数,最终导致资源耗尽。但它确实是一个好的起点:</p>
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
let listener = TcpListener::bind("127.0.0.1:7878").unwrap();
for stream in listener.incoming() {
let stream = stream.unwrap();
thread::spawn(|| {
handle_connection(stream);
});
}
}</code></pre></pre>
<p>这种实现下,依次访问 <code>/sleep</code><code>/</code> 就无需再等待,不错的开始。</p>
<h3 id="限制创建线程的数量"><a class="header" href="#限制创建线程的数量">限制创建线程的数量</a></h3>
<p>原则上,我们希望在上面代码的基础上,尽量少的去修改,下面是一个假想的线程池 API 实现:</p>
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
let listener = TcpListener::bind("127.0.0.1:7878").unwrap();
let pool = ThreadPool::new(4);
for stream in listener.incoming() {
let stream = stream.unwrap();
pool.execute(|| {
handle_connection(stream);
});
}
}</code></pre></pre>
<p>代码跟之前的类似,也非常简洁明了, <code>ThreadPool::new(4)</code> 创建一个包含 4 个线程的线程池,接着通过 <code>pool.execute</code> 去分发执行请求。</p>
<p>显然,上面的代码无法编译,下面来逐步实现。</p>
<h3 id="使用编译器驱动的方式开发-threadpool"><a class="header" href="#使用编译器驱动的方式开发-threadpool">使用编译器驱动的方式开发 ThreadPool</a></h3>
<p>你可能听说过测试驱动开发,但听过编译器驱动开发吗?来见识下 Rust 中的绝招吧。</p>
<p>检查之前的代码,看看报什么错:</p>
<pre><code class="language-shell">$ cargo check
Checking hello v0.1.0 (file:///projects/hello)
error[E0433]: failed to resolve: use of undeclared type `ThreadPool`
--&gt; src/main.rs:11:16
|
11 | let pool = ThreadPool::new(4);
| ^^^^^^^^^^ use of undeclared type `ThreadPool`
For more information about this error, try `rustc --explain E0433`.
error: could not compile `hello` due to previous error
</code></pre>
<p>俗话说,不怕敌人很强,就怕他们不犯错,很好,编译器漏出了破绽。看起来我们需要实现 <code>ThreadPool</code> 类型。看起来,还需要添加一个库包,未来线程池的代码都将在这个独立的包中完成,甚至于未来你要实现其它的服务,也可以复用这个多线程库包。</p>
<p>创建 <code>src/lib.rs</code> 文件并写入如下代码:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>pub struct ThreadPool;
<span class="boring">}</span></code></pre></pre>
<p>接着在 <code>main.rs</code> 中引入:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>// main.rs
use hello::ThreadPool;
<span class="boring">}</span></code></pre></pre>
<p>编译后依然报错:</p>
<pre><code class="language-shell">$ cargo check
Checking hello v0.1.0 (file:///projects/hello)
error[E0599]: no function or associated item named `new` found for struct `ThreadPool` in the current scope
--&gt; src/main.rs:12:28
|
12 | let pool = ThreadPool::new(4);
| ^^^ function or associated item not found in `ThreadPool`
For more information about this error, try `rustc --explain E0599`.
error: could not compile `hello` due to previous error
</code></pre>
<p>好,继续实现 <code>new</code> 函数 :</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>pub struct ThreadPool;
impl ThreadPool {
pub fn new(size: usize) -&gt; ThreadPool {
ThreadPool
}
}
<span class="boring">}</span></code></pre></pre>
<p>继续检查:</p>
<pre><code class="language-shell">$ cargo check
Checking hello v0.1.0 (file:///projects/hello)
error[E0599]: no method named `execute` found for struct `ThreadPool` in the current scope
--&gt; src/main.rs:17:14
|
17 | pool.execute(|| {
| ^^^^^^^ method not found in `ThreadPool`
For more information about this error, try `rustc --explain E0599`.
error: could not compile `hello` due to previous error
</code></pre>
<p>这个方法类似于 <code>thread::spawn</code>,用于将闭包中的任务交给某个空闲的线程去执行。</p>
<p>其实这里有一个小难点:<code>execute</code> 的参数是一个闭包,回忆下之前学过的内容,闭包作为参数时可以由三个特征进行约束: <code>Fn</code><code>FnMut</code><code>FnOnce</code>,选哪个就成为一个问题。由于 <code>execute</code> 在实现上类似 <code>thread::spawn</code>,我们可以参考下后者的签名如何声明。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>pub fn spawn&lt;F, T&gt;(f: F) -&gt; JoinHandle&lt;T&gt;
where
F: FnOnce() -&gt; T,
F: Send + 'static,
T: Send + 'static,
<span class="boring">}</span></code></pre></pre>
<p>可以看出,<code>spawn</code> 选择 <code>FnOnce</code> 作为 <code>F</code> 闭包的特征约束,原因是闭包作为任务只需被线程执行一次即可。</p>
<p><code>F</code> 还有一个特征约束 <code>Send</code> ,也可以照抄过来,毕竟闭包需要从一个线程传递到另一个线程,至于生命周期约束 <code>'static</code>,是因为我们并不知道线程需要多久时间来执行该任务。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>impl ThreadPool {
// --snip--
pub fn execute&lt;F&gt;(&amp;self, f: F)
where
F: FnOnce() + Send + 'static,
{
}
}
<span class="boring">}</span></code></pre></pre>
<p>在理解 <code>spawn</code> 后,就可以轻松写出如上的 <code>execute</code> 实现,注意这里的 <code>FnOnce()</code><code>spawn</code> 有所不同,原因是要 <code>execute</code> 传入的闭包没有参数也没有返回值。</p>
<pre><code class="language-shell">$ cargo check
Checking hello v0.1.0 (file:///projects/hello)
Finished dev [unoptimized + debuginfo] target(s) in 0.24s
</code></pre>
<p>成功编译,但在浏览器访问依然会报之前类似的错误,下面来实现 <code>execute</code></p>
<h3 id="new-还是-build"><a class="header" href="#new-还是-build"><code>new</code> 还是 <code>build</code></a></h3>
<p>关于 <code>ThreadPool</code> 的构造函数,存在两个选择 <code>new</code><code>build</code></p>
<p><code>new</code> 往往用于简单初始化一个实例,而 <code>build</code> 往往会完成更加复杂的构建工作,例如入门实战中的 <code>Config::build</code></p>
<p>在这个项目中,我们并不需要在初始化线程池的同时创建相应的线程,因此 <code>new</code> 是更适合的选择:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>impl ThreadPool {
/// Create a new ThreadPool.
///
/// The size is the number of threads in the pool.
///
/// # Panics
///
/// The `new` function will panic if the size is zero.
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
ThreadPool
}
// --snip--
}
<span class="boring">}</span></code></pre></pre>
<p>这里有两点值得注意:</p>
<ul>
<li><code>usize</code> 类型包含 <code>0</code>,但是创建没有任何线程的线程池显然是无意义的,因此做一下 <code>assert!</code> 验证</li>
<li><code>ThreadPool</code> 拥有不错的<a href="https://course.rs/basic/comment.html#%E6%96%87%E6%A1%A3%E6%B3%A8%E9%87%8A">文档注释</a>,甚至包含了可能 <code>panic</code> 的情况,通过 <code>cargo doc --open</code> 可以访问文档注释</li>
</ul>
<h3 id="存储线程"><a class="header" href="#存储线程">存储线程</a></h3>
<p>创建 <code>ThreadPool</code> 后,下一步就是存储具体的线程,既然要存放线程,一个绕不过去的问题就是:用什么类型来存放,例如假如使用 <code>Vec&lt;T&gt;</code> 来存储,那这个 <code>T</code> 应该是什么?</p>
<p>估计还得探索下 <code>thread::spawn</code> 的签名,毕竟它生成并返回一个线程:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>pub fn spawn&lt;F, T&gt;(f: F) -&gt; JoinHandle&lt;T&gt;
where
F: FnOnce() -&gt; T,
F: Send + 'static,
T: Send + 'static,
<span class="boring">}</span></code></pre></pre>
<p>看起来 <code>JoinHandle&lt;T&gt;</code> 是我们需要的,这里的 <code>T</code> 是传入的闭包任务所返回的,我们的任务无需任何返回,因此 <code>T</code> 直接使用 <code>()</code> 即可。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>use std::thread;
pub struct ThreadPool {
threads: Vec&lt;thread::JoinHandle&lt;()&gt;&gt;,
}
impl ThreadPool {
// --snip--
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
let mut threads = Vec::with_capacity(size);
for _ in 0..size {
// create some threads and store them in the vector
}
ThreadPool { threads }
}
// --snip--
}
<span class="boring">}</span></code></pre></pre>
<p>如上所示,最终我们使用 <code>Vec&lt;thread::JoinHandle&lt;()&gt;&gt;</code> 来存储线程,同时设定了容量上限 <code>with_capacity(size)</code>,该方法还可以提前分配好内存空间,比 <code>Vec::new</code> 的性能要更好一点。</p>
<h3 id="将代码从-threadpool-发送到线程中"><a class="header" href="#将代码从-threadpool-发送到线程中">将代码从 ThreadPool 发送到线程中</a></h3>
<p>上面的代码留下一个未实现的 <code>for</code> 循环,用于创建和存储线程。</p>
<p>学过多线程一章后,大家应该知道 <code>thread::spawn</code> 虽然是生成线程最好的方式,但是它会立即执行传入的任务,然而,在我们的使用场景中,创建线程和执行任务明显是要分离的,因此标准库看起来不再适合。</p>
<p>可以考虑创建一个 <code>Worker</code> 结构体,作为 <code>ThreadPool</code> 和任务线程联系的桥梁,它的任务是获得将要执行的代码,然后在具体的线程中去执行。想象一个场景:一个餐馆,<code>Worker</code> 等待顾客的点餐,然后将具体的点餐信息传递给厨房,感觉类似服务员?</p>
<p>引入 <code>Worker</code> 后,就无需再存储 <code>JoinHandle&lt;()&gt;</code> 实例,直接存储 <code>Worker</code> 实例:该实例内部会存储 <code>JoinHandle&lt;()&gt;</code>。下面是新的线程池创建流程:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>use std::thread;
pub struct ThreadPool {
workers: Vec&lt;Worker&gt;,
}
impl ThreadPool {
// --snip--
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
let mut workers = Vec::with_capacity(size);
for id in 0..size {
workers.push(Worker::new(id));
}
ThreadPool { workers }
}
// --snip--
}
struct Worker {
id: usize,
thread: thread::JoinHandle&lt;()&gt;,
}
impl Worker {
fn new(id: usize) -&gt; Worker {
// 尚未实现..
let thread = thread::spawn(|| {});
// 每个 `Worker` 都拥有自己的唯一 id
Worker { id, thread }
}
}
<span class="boring">}</span></code></pre></pre>
<p>由于外部调用者无需知道 <code>Worker</code> 的存在,因此这里使用了私有的声明。</p>
<p>大家可以编译下代码,如果出错了,请仔细检查下,是否遗漏了什么,截止目前,代码是完全可以通过编译的,但是任务该怎么执行依然还没有实现。</p>
<h3 id="将请求发送给线程"><a class="header" href="#将请求发送给线程">将请求发送给线程</a></h3>
<p>在上面的代码中, <code>thread::spawn(|| {})</code> 还没有给予实质性的内容,现在一起来完善下。</p>
<p>首先 <code>Worker</code> 结构体需要从线程池 <code>ThreadPool</code> 的队列中获取待执行的代码,对于这类场景,消息传递非常适合:我们将使用消息通道( channel )作为任务队列。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>use std::{sync::mpsc, thread};
pub struct ThreadPool {
workers: Vec&lt;Worker&gt;,
sender: mpsc::Sender&lt;Job&gt;,
}
struct Job;
impl ThreadPool {
// --snip--
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
let (sender, receiver) = mpsc::channel();
let mut workers = Vec::with_capacity(size);
for id in 0..size {
workers.push(Worker::new(id));
}
ThreadPool { workers, sender }
}
// --snip--
}
<span class="boring">}</span></code></pre></pre>
<p>阅读过之前内容的同学应该知道,消息通道有发送端和接收端,其中线程池 <code>ThreadPool</code> 持有发送端,通过 <code>execute</code> 方法来发送任务。那么问题来了,谁持有接收端呢?答案是 <code>Worker</code>,它的内部线程将接收任务,然后进行处理。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>impl ThreadPool {
// --snip--
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
let (sender, receiver) = mpsc::channel();
let mut workers = Vec::with_capacity(size);
for id in 0..size {
workers.push(Worker::new(id, receiver));
}
ThreadPool { workers, sender }
}
// --snip--
}
// --snip--
impl Worker {
fn new(id: usize, receiver: mpsc::Receiver&lt;Job&gt;) -&gt; Worker {
let thread = thread::spawn(|| {
receiver;
});
Worker { id, thread }
}
}
<span class="boring">}</span></code></pre></pre>
<p>看起来很美好,但是很不幸,它会报错:</p>
<pre><code class="language-shell">$ cargo check
Checking hello v0.1.0 (file:///projects/hello)
error[E0382]: use of moved value: `receiver`
--&gt; src/lib.rs:26:42
|
21 | let (sender, receiver) = mpsc::channel();
| -------- move occurs because `receiver` has type `std::sync::mpsc::Receiver&lt;Job&gt;`, which does not implement the `Copy` trait
...
26 | workers.push(Worker::new(id, receiver));
| ^^^^^^^^ value moved here, in previous iteration of loop
For more information about this error, try `rustc --explain E0382`.
error: could not compile `hello` due to previous error
</code></pre>
<p>原因也很简单,<code>receiver</code> 并没有实现 <code>Copy</code>,因此它的所有权在第一次循环中,就被传入到第一个 <code>Worker</code> 实例中,后续自然无法再使用。</p>
<p>报错就解决呗,但 Rust 中的 channel 实现是 mpsc即多生产者单消费者因此我们无法通过克隆消费者的方式来修复这个错误。当然发送多条消息给多个接收者也不在考虑范畴该怎么办似乎陷入了绝境。</p>
<p>雪上加霜的是,就算 <code>receiver</code> 可以克隆,但是你得保证同一个时间只有一个<code>receiver</code> 能接收消息,否则一个任务可能同时被多个 <code>Worker</code> 执行,因此多个线程需要安全的共享和使用 <code>receiver</code>,等等,安全的共享?听上去 <code>Arc</code> 这个多所有权结构非常适合,互斥使用?貌似 <code>Mutex</code> 很适合,结合一下,<code>Arc&lt;Mutex&lt;T&gt;&gt;</code>,这不就是我们之前见过多次的线程安全类型吗?</p>
<p>总之,<code>Arc</code> 允许多个 <code>Worker</code> 同时持有 <code>receiver</code>,而 <code>Mutex</code> 可以确保一次只有一个 <code>Worker</code> 能从 <code>receiver</code> 接收消息。</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>use std::{
sync::{mpsc, Arc, Mutex},
thread,
};
// --snip--
impl ThreadPool {
// --snip--
pub fn new(size: usize) -&gt; ThreadPool {
assert!(size &gt; 0);
let (sender, receiver) = mpsc::channel();
let receiver = Arc::new(Mutex::new(receiver));
let mut workers = Vec::with_capacity(size);
for id in 0..size {
workers.push(Worker::new(id, Arc::clone(&amp;receiver)));
}
ThreadPool { workers, sender }
}
// --snip--
}
// --snip--
impl Worker {
fn new(id: usize, receiver: Arc&lt;Mutex&lt;mpsc::Receiver&lt;Job&gt;&gt;&gt;) -&gt; Worker {
// --snip--
}
}
<span class="boring">}</span></code></pre></pre>
<p>修改后,每一个 Worker 都可以安全的持有 <code>receiver</code>,同时不必担心一个任务会被重复执行多次,完美!</p>
<h3 id="实现-execute-方法"><a class="header" href="#实现-execute-方法">实现 execute 方法</a></h3>
<p>首先,需要为一个很长的类型创建一个别名, 有多长呢?</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>// --snip--
type Job = Box&lt;dyn FnOnce() + Send + 'static&gt;;
impl ThreadPool {
// --snip--
pub fn execute&lt;F&gt;(&amp;self, f: F)
where
F: FnOnce() + Send + 'static,
{
let job = Box::new(f);
self.sender.send(job).unwrap();
}
}
// --snip--
<span class="boring">}</span></code></pre></pre>
<p>创建别名的威力暂时还看不到,敬请期待。总之,这里的工作很简单,将传入的任务包装成 <code>Job</code> 类型后,发送出去。</p>
<p>但是还没完,接收的代码也要完善下:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>// --snip--
impl Worker {
fn new(id: usize, receiver: Arc&lt;Mutex&lt;mpsc::Receiver&lt;Job&gt;&gt;&gt;) -&gt; Worker {
let thread = thread::spawn(move || loop {
let job = receiver.lock().unwrap().recv().unwrap();
println!("Worker {id} got a job; executing.");
job();
});
Worker { id, thread }
}
}
<span class="boring">}</span></code></pre></pre>
<p>修改后,就可以不停地循环去接收任务,最后进行执行。还可以看到因为之前 <code>Job</code> 别名的引入, <code>new</code> 函数的签名才没有过度复杂,否则你将看到的是 <code>fn new(id: usize, receiver: Arc&lt;Mutex&lt;mpsc::Receiver&lt;Box&lt;dyn FnOnce() + Send + 'static&gt;&gt;&gt;&gt;) -&gt; Worker</code> ,感受下类型别名的威力吧 :D</p>
<p><code>lock()</code> 方法可以获得一个 <code>Mutex</code> 锁,至于为何使用 <code>unwrap</code>,难道获取锁还能失败?没错,假如当前持有锁的线程 <code>panic</code> 了,那么这些等待锁的线程就会获取一个错误,因此 通过 <code>unwrap</code> 来让当前等待的线程 <code>panic</code> 是一个不错的解决方案,当然你还可以换成 <code>expect</code></p>
<p>一旦获取到锁里的内容 <code>mpsc::Receiver&lt;Job&gt;&gt;</code> 后,就可以调用其上的 <code>recv</code> 方法来接收消息,依然是一个 <code>unwrap</code>,原因在于持有发送端的线程可能会被关闭,这种情况下直接 <code>panic</code> 也是不错的。</p>
<p><code>recv</code> 的调用过程是阻塞的,意味着若没有任何任务,那当前的调用线程将一直等待,直到接收到新的任务。<code>Mutex&lt;T&gt;</code> 可以保证同一个任务只会被一个 Worker 获取,不会被重复执行。</p>
<pre><code class="language-shell">$ cargo run
Compiling hello v0.1.0 (file:///projects/hello)
warning: field is never read: `workers`
--&gt; src/lib.rs:7:5
|
7 | workers: Vec&lt;Worker&gt;,
| ^^^^^^^^^^^^^^^^^^^^
|
= note: `#[warn(dead_code)]` on by default
warning: field is never read: `id`
--&gt; src/lib.rs:48:5
|
48 | id: usize,
| ^^^^^^^^^
warning: field is never read: `thread`
--&gt; src/lib.rs:49:5
|
49 | thread: thread::JoinHandle&lt;()&gt;,
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
warning: `hello` (lib) generated 3 warnings
Finished dev [unoptimized + debuginfo] target(s) in 1.40s
Running `target/debug/hello`
Worker 0 got a job; executing.
Worker 2 got a job; executing.
Worker 1 got a job; executing.
Worker 3 got a job; executing.
Worker 0 got a job; executing.
Worker 2 got a job; executing.
Worker 1 got a job; executing.
Worker 3 got a job; executing.
Worker 0 got a job; executing.
Worker 2 got a job; executing.
</code></pre>
<p>终于,程序如愿运行起来,我们的线程池可以并发处理任务了!从打印的数字可以看到,只有 4 个线程去执行任务,符合我们对线程池的要求,这样再也不用担心系统的线程资源会被消耗殆尽了!</p>
<blockquote>
<p>注意: 出于缓存的考虑,有些浏览器会对多次同样的请求进行顺序的执行,因此你可能还是会遇到访问 <code>/sleep</code> 后,就无法访问另一个 <code>/sleep</code> 的问题 :(</p>
</blockquote>
<h2 id="while-let-的巨大陷阱"><a class="header" href="#while-let-的巨大陷阱">while let 的巨大陷阱</a></h2>
<p>还有一个问题,为啥之前我们不用 <code>while let</code> 来循环?例如:</p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span>// --snip--
impl Worker {
fn new(id: usize, receiver: Arc&lt;Mutex&lt;mpsc::Receiver&lt;Job&gt;&gt;&gt;) -&gt; Worker {
let thread = thread::spawn(move || {
while let Ok(job) = receiver.lock().unwrap().recv() {
println!("Worker {id} got a job; executing.");
job();
}
});
Worker { id, thread }
}
}
<span class="boring">}</span></code></pre></pre>
<p>这段代码编译起来没问题,但是并不会产生我们预期的结果:后续请求依然需要等待慢请求的处理完成后,才能被处理。奇怪吧,仅仅是从 <code>let</code> 改成 <code>while let</code> 就会变成这样?大家可以思考下为什么会这样,具体答案会在下一章节末尾给出,这里先出给一个小提示:<code>Mutex</code> 获取的锁在作用域结束后才会被释放。</p>
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