186 lines
6.1 KiB
C#
186 lines
6.1 KiB
C#
/*
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* QUANTCONNECT.COM - Democratizing Finance, Empowering Individuals.
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* Lean Algorithmic Trading Engine v2.0. Copyright 2014 QuantConnect Corporation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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using System;
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using System.Threading;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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namespace QuantConnect.Lean.Engine.DataFeeds.WorkScheduling
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{
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internal class WeightedWorkQueue
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{
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private int _pointer;
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private bool _removed;
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private Action _singleCallWork;
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private readonly List<WorkItem> _workQueue;
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/// <summary>
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/// Event used to notify there is work ready to execute in this queue
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/// </summary>
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private AutoResetEvent _workAvailableEvent;
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/// <summary>
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/// Returns the thread priority to use for this work queue
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/// </summary>
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public ThreadPriority ThreadPriority => ThreadPriority.Lowest;
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/// <summary>
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/// Creates a new instance
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/// </summary>
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public WeightedWorkQueue()
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{
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_workQueue = new List<WorkItem>();
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_workAvailableEvent = new AutoResetEvent(false);
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}
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/// <summary>
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/// This is the worker thread loop.
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/// It will first try to take a work item from the new work queue else will check his own queue.
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/// </summary>
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public void WorkerThread(ConcurrentQueue<WorkItem> newWork, AutoResetEvent newWorkEvent)
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{
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var waitHandles = new WaitHandle[] { _workAvailableEvent, newWorkEvent };
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var waitedPreviousLoop = 0;
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while (true)
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{
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WorkItem workItem;
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if (!newWork.TryDequeue(out workItem))
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{
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workItem = Get();
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if (workItem == null)
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{
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if(_singleCallWork != null)
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{
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try
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{
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_singleCallWork();
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}
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catch (Exception exception)
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{
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// this shouldn't happen but just in case
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Logging.Log.Error(exception);
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}
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// we execute this once only and clear it's reference
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_singleCallWork = null;
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}
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// no work to do, lets sleep and try again
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WaitHandle.WaitAny(waitHandles, Math.Min(1 + (waitedPreviousLoop * 10), 250));
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waitedPreviousLoop++;
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continue;
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}
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}
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else
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{
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Add(workItem);
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}
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try
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{
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waitedPreviousLoop = 0;
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if (!workItem.Work(WeightedWorkScheduler.WorkBatchSize))
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{
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Remove(workItem);
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}
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}
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catch (Exception exception)
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{
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Remove(workItem);
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Logging.Log.Error(exception);
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}
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}
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}
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/// <summary>
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/// Adds a new item to this work queue
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/// </summary>
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/// <param name="work">The work to add</param>
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private void Add(WorkItem work)
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{
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_workQueue.Add(work);
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}
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/// <summary>
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/// Adds a new item to this work queue
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/// </summary>
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/// <param name="work">The work to add</param>
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public void AddSingleCall(Action work)
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{
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_singleCallWork = work;
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_workAvailableEvent.Set();
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}
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/// <summary>
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/// Removes an item from the work queue
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/// </summary>
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/// <param name="workItem">The work item to remove</param>
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private void Remove(WorkItem workItem)
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{
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_workQueue.Remove(workItem);
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_removed = true;
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}
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/// <summary>
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/// Gets the next work item to process
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/// </summary>
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/// <returns>The work item to process, null if none available</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected WorkItem Get()
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{
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var count = _workQueue.Count;
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if (count == 0)
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{
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return null;
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}
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var countFactor = (10 + 10 / count) / 10;
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if (_removed)
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{
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// if we removed an item don't really trust the pointer any more
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_removed = false;
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_pointer = Math.Min(_pointer, count - 1);
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}
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var initial = _pointer;
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do
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{
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var item = _workQueue[_pointer++];
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if (_pointer >= count)
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{
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_pointer = 0;
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// this will only really make a difference if there are many work items
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if (25 > count)
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{
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// if we looped around let's sort the queue leave the jobs with less points at the start
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_workQueue.Sort(WorkItem.Compare);
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}
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}
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if (item.UpdateWeight() < WeightedWorkScheduler.MaxWorkWeight * countFactor)
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{
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return item;
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}
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} while (initial != _pointer);
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// no work item is ready, pointer still will keep it's same value
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return null;
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}
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}
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}
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