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MultiProducerQueueIntrusive.h
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#pragma once
#include "mg/box/Atomic.h"
namespace mg {
namespace box {
template <typename T, T* T::*myNext = &T::myNext>
class MultiProducerQueueIntrusive
{
public:
MultiProducerQueueIntrusive()
: myHead(nullptr)
{
}
inline bool
IsEmpty()
{
return myHead.LoadAcquire() == nullptr;
}
// Returns true if the object was first. That may be
// useful if, for example, need to signal an event, when
// the queue becomes not empty, to another thread maybe.
// Then it makes sense to do the signal only when a first
// object is added, because the thread signaling is
// usually expensive.
inline bool
Push(
T* aItem)
{
return PrivPushRange(aItem, aItem);
}
// Constant complexity instead of linear for normal
// multiple items push. Works the best when order is not
// important or reverse back to normal order is done along
// with something else afterwards.
inline bool
PushManyFastReversed(
T* aFirst,
T* aLast)
{
if (aFirst == nullptr)
return IsEmpty();
aLast->*myNext = nullptr;
return PrivPushRange(aFirst, aLast);
}
bool
PushManyFastReversed(
T* aFirst)
{
if (aFirst == nullptr)
return IsEmpty();
T* first = aFirst;
T* last = aFirst;
T* next;
while ((next = last->*myNext) != nullptr)
last = next;
return PrivPushRange(first, last);
}
bool
PushMany(
T* aFirst)
{
if (aFirst == nullptr)
return IsEmpty();
T* first = nullptr;
T* last = aFirst;
T* prev = aFirst;
aFirst = aFirst->*myNext;
if (aFirst == nullptr)
return Push(last);
T* next;
do
{
next = aFirst->*myNext;
aFirst->*myNext = prev;
prev = aFirst;
} while ((aFirst = next) != nullptr);
first = prev;
return PushManyFastReversed(first, last);
}
// Constant complexity instead of linear for normal pop.
// Works the best, when the queue is used as an
// intermediate store, and the order in it is not
// important.
inline T*
PopAllFastReversed()
{
return myHead.ExchangeAcqRel(nullptr);
}
inline T*
PopAll(
T*& aOutTail)
{
T* curr = PopAllFastReversed();
aOutTail = curr;
T* prev = nullptr;
T* next = nullptr;
while (curr != nullptr)
{
next = curr->*myNext;
curr->*myNext = prev;
prev = curr;
curr = next;
}
return prev;
}
inline T*
PopAll()
{
T* tail;
return PopAll(tail);
}
private:
bool
PrivPushRange(
T* aFirst,
T* aLast)
{
T* oldHead = myHead.LoadAcquire();
do
{
aLast->*myNext = oldHead;
} while (!myHead.CmpExchgWeakAcqRel(oldHead, aFirst));
return oldHead == nullptr;
}
mg::box::Atomic<T*> myHead;
};
}
}