using System.Collections.Concurrent;
using System.Diagnostics;
using NewLife.Log;
using NewLife.Reflection;
using NewLife.Threading;
namespace NewLife.Collections;
/// <summary>资源池。支持空闲释放,主要用于数据库连接池和网络连接池</summary>
/// <remarks>
/// 文档 https://newlifex.com/core/object_pool
/// </remarks>
/// <typeparam name="T"></typeparam>
public class ObjectPool<T> : DisposeBase, IPool<T> where T : notnull
{
#region 属性
/// <summary>名称</summary>
public String Name { get; set; }
private Int32 _FreeCount;
/// <summary>空闲个数</summary>
public Int32 FreeCount => _FreeCount;
private Int32 _BusyCount;
/// <summary>繁忙个数</summary>
public Int32 BusyCount => _BusyCount;
/// <summary>最大个数。默认100,0表示无上限</summary>
public Int32 Max { get; set; } = 100;
/// <summary>最小个数。默认1</summary>
public Int32 Min { get; set; } = 1;
/// <summary>空闲清理时间。最小个数之上的资源超过空闲时间时被清理,默认10s</summary>
public Int32 IdleTime { get; set; } = 10;
/// <summary>完全空闲清理时间。最小个数之下的资源超过空闲时间时被清理,默认0s永不清理</summary>
public Int32 AllIdleTime { get; set; } = 0;
/// <summary>基础空闲集合。只保存最小个数,最热部分</summary>
private readonly ConcurrentStack<Item> _free = new();
/// <summary>扩展空闲集合。保存最小个数以外部分</summary>
private readonly ConcurrentQueue<Item> _free2 = new();
/// <summary>借出去的放在这</summary>
private readonly ConcurrentDictionary<T, Item> _busy = new();
//private readonly Object SyncRoot = new();
#endregion
#region 构造
/// <summary>实例化一个资源池</summary>
public ObjectPool()
{
var str = GetType().Name;
if (str.Contains('`')) str = str.Substring(null, "`");
if (str != "Pool")
Name = str;
else
Name = $"Pool<{typeof(T).Name}>";
}
/// <summary>销毁</summary>
/// <param name="disposing"></param>
protected override void Dispose(Boolean disposing)
{
base.Dispose(disposing);
_timer.TryDispose();
WriteLog($"Dispose {typeof(T).FullName} FreeCount={FreeCount:n0} BusyCount={BusyCount:n0} Total={Total:n0}");
Clear();
}
private volatile Boolean _inited;
private void Init()
{
if (_inited) return;
lock (this)
{
if (_inited) return;
_inited = true;
WriteLog($"Init {typeof(T).FullName} Min={Min} Max={Max} IdleTime={IdleTime}s AllIdleTime={AllIdleTime}s");
}
}
#endregion
#region 内嵌
class Item
{
/// <summary>数值</summary>
public T? Value { get; set; }
/// <summary>过期时间</summary>
public DateTime LastTime { get; set; }
}
#endregion
#region 主方法
/// <summary>借出</summary>
/// <returns></returns>
public virtual T Get()
{
var sw = Log == null || Log == Logger.Null ? null : Stopwatch.StartNew();
Interlocked.Increment(ref _Total);
var success = false;
Item? pi = null;
do
{
// 从空闲集合借一个
if (_free.TryPop(out pi) || _free2.TryDequeue(out pi))
{
Interlocked.Decrement(ref _FreeCount);
success = true;
}
else
{
// 超出最大值后,抛出异常
var count = BusyCount;
if (Max > 0 && count >= Max)
{
var msg = $"申请失败,已有 {count:n0} 达到或超过最大值 {Max:n0}";
WriteLog("Acquire Max " + msg);
throw new Exception(Name + " " + msg);
}
// 借不到,增加
pi = new Item
{
Value = OnCreate(),
};
if (count == 0) Init();
#if DEBUG
WriteLog("Acquire Create Free={0} Busy={1}", FreeCount, count + 1);
#endif
Interlocked.Increment(ref _NewCount);
success = false;
}
// 借出时如果不可用,再次借取
} while (pi.Value == null || !OnGet(pi.Value));
// 最后时间
pi.LastTime = TimerX.Now;
// 加入繁忙集合
_busy.TryAdd(pi.Value, pi);
Interlocked.Increment(ref _BusyCount);
if (success) Interlocked.Increment(ref _Success);
if (sw != null)
{
sw.Stop();
var ms = sw.Elapsed.TotalMilliseconds;
if (Cost < 0.001)
Cost = ms;
else
Cost = (Cost * 3 + ms) / 4;
}
return pi.Value;
}
/// <summary>借出时是否可用</summary>
/// <param name="value"></param>
/// <returns></returns>
protected virtual Boolean OnGet(T value) => true;
/// <summary>申请资源包装项,Dispose时自动归还到池中</summary>
/// <returns></returns>
public PoolItem<T> GetItem() => new(this, Get());
/// <summary>归还</summary>
/// <param name="value"></param>
public virtual Boolean Put(T value)
{
if (value == null) return false;
// 从繁忙队列找到并移除缓存项
if (!_busy.TryRemove(value, out var pi))
{
#if DEBUG
WriteLog("Put Error");
#endif
Interlocked.Increment(ref _ReleaseCount);
return false;
}
Interlocked.Decrement(ref _BusyCount);
// 是否可用
if (!OnPut(value))
{
Interlocked.Increment(ref _ReleaseCount);
return false;
}
if (value is DisposeBase db && db.Disposed)
{
Interlocked.Increment(ref _ReleaseCount);
return false;
}
var min = Min;
// 如果空闲数不足最小值,则返回到基础空闲集合
if (_FreeCount < min /*|| _free.Count < min*/)
_free.Push(pi);
else
_free2.Enqueue(pi);
// 最后时间
pi.LastTime = TimerX.Now;
Interlocked.Increment(ref _FreeCount);
// 启动定期清理的定时器
StartTimer();
return true;
}
/// <summary>归还时是否可用</summary>
/// <param name="value"></param>
/// <returns></returns>
protected virtual Boolean OnPut(T value) => true;
/// <summary>归还</summary>
/// <param name="value"></param>
public virtual Boolean Return(T value)
{
if (value == null) return false;
// 从繁忙队列找到并移除缓存项
if (!_busy.TryRemove(value, out var pi))
{
#if DEBUG
WriteLog("Put Error");
#endif
Interlocked.Increment(ref _ReleaseCount);
return false;
}
Interlocked.Decrement(ref _BusyCount);
// 是否可用
if (!OnReturn(value))
{
Interlocked.Increment(ref _ReleaseCount);
return false;
}
if (value is DisposeBase db && db.Disposed)
{
Interlocked.Increment(ref _ReleaseCount);
return false;
}
var min = Min;
// 如果空闲数不足最小值,则返回到基础空闲集合
if (_FreeCount < min /*|| _free.Count < min*/)
_free.Push(pi);
else
_free2.Enqueue(pi);
// 最后时间
pi.LastTime = TimerX.Now;
Interlocked.Increment(ref _FreeCount);
// 启动定期清理的定时器
StartTimer();
return true;
}
/// <summary>归还时是否可用</summary>
/// <param name="value"></param>
/// <returns></returns>
protected virtual Boolean OnReturn(T value) => true;
/// <summary>清空已有对象</summary>
public virtual Int32 Clear()
{
var count = _FreeCount + _BusyCount;
//_busy.Clear();
//_BusyCount = 0;
//_free.Clear();
//while (_free2.TryDequeue(out var rs)) ;
//_FreeCount = 0;
while (_free.TryPop(out var pi)) OnDispose(pi.Value);
while (_free2.TryDequeue(out var pi)) OnDispose(pi.Value);
_FreeCount = 0;
foreach (var item in _busy)
{
OnDispose(item.Key);
}
_busy.Clear();
_BusyCount = 0;
return count;
}
/// <summary>销毁</summary>
/// <param name="value"></param>
protected virtual void OnDispose(T? value) => value.TryDispose();
#endregion
#region 重载
/// <summary>创建实例</summary>
/// <returns></returns>
protected virtual T? OnCreate() => (T?)typeof(T).CreateInstance();
#endregion
#region 定期清理
private TimerX? _timer;
private void StartTimer()
{
if (_timer != null) return;
lock (this)
{
if (_timer != null) return;
_timer = new TimerX(Work, null, 5000, 5000) { Async = true };
}
}
private void Work(Object? state)
{
//// 总数小于等于最小个数时不处理
//if (FreeCount + BusyCount <= Min) return;
// 遍历并干掉过期项
var count = 0;
// 清理过期不还。避免有借没还
if (!_busy.IsEmpty)
{
var exp = TimerX.Now.AddSeconds(-AllIdleTime);
foreach (var item in _busy)
{
if (item.Value.LastTime < exp)
{
if (_busy.TryRemove(item.Key, out _))
{
// 业务层可能故意有借没还
//v.TryDispose();
Interlocked.Decrement(ref _BusyCount);
}
}
}
}
// 总数小于等于最小个数时不处理
if (IdleTime > 0 && !_free2.IsEmpty && FreeCount + BusyCount > Min)
{
var exp = TimerX.Now.AddSeconds(-IdleTime);
// 移除扩展空闲集合里面的超时项
while (_free2.TryPeek(out var pi) && pi.LastTime < exp)
{
// 取出来销毁
if (_free2.TryDequeue(out pi))
{
pi.Value.TryDispose();
count++;
Interlocked.Decrement(ref _FreeCount);
}
}
}
if (AllIdleTime > 0 && !_free.IsEmpty)
{
var exp = TimerX.Now.AddSeconds(-AllIdleTime);
// 移除基础空闲集合里面的超时项
while (_free.TryPeek(out var pi) && pi.LastTime < exp)
{
// 取出来销毁
if (_free.TryPop(out pi))
{
pi.Value.TryDispose();
count++;
Interlocked.Decrement(ref _FreeCount);
}
}
}
var ncount = _NewCount;
var fcount = _ReleaseCount;
if (count > 0 || ncount > 0 || fcount > 0)
{
Interlocked.Add(ref _NewCount, -ncount);
Interlocked.Add(ref _ReleaseCount, -fcount);
var p = Total == 0 ? 0 : (Double)Success / Total;
WriteLog("Release New={6:n0} Release={7:n0} Free={0} Busy={1} 清除过期资源 {2:n0} 项。总请求 {3:n0} 次,命中 {4:p2},平均 {5:n2}us", FreeCount, BusyCount, count, Total, p, Cost * 1000, ncount, fcount);
}
}
#endregion
#region 统计
private Int32 _Total;
/// <summary>总请求数</summary>
public Int32 Total => _Total;
private Int32 _Success;
/// <summary>成功数</summary>
public Int32 Success => _Success;
/// <summary>新创建数</summary>
private Int32 _NewCount;
/// <summary>释放数</summary>
private Int32 _ReleaseCount;
/// <summary>平均耗时。单位ms</summary>
private Double Cost;
#endregion
#region 日志
/// <summary>日志</summary>
public ILog Log { get; set; } = Logger.Null;
/// <summary>写日志</summary>
/// <param name="format"></param>
/// <param name="args"></param>
public void WriteLog(String format, params Object?[] args)
{
if (Log == null || !Log.Enable) return;
Log.Info(Name + "." + format, args);
}
#endregion
}
/// <summary>资源池包装项,自动归还资源到池中</summary>
/// <typeparam name="T"></typeparam>
public class PoolItem<T> : DisposeBase
{
#region 属性
/// <summary>数值</summary>
public T Value { get; }
/// <summary>池</summary>
public IPool<T> Pool { get; }
#endregion
#region 构造
/// <summary>包装项</summary>
/// <param name="pool"></param>
/// <param name="value"></param>
public PoolItem(IPool<T> pool, T value)
{
Pool = pool;
Value = value;
}
/// <summary>销毁</summary>
/// <param name="disposing"></param>
protected override void Dispose(Boolean disposing)
{
base.Dispose(disposing);
Pool.Put(Value);
}
#endregion
}
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