Files
even-perfect-numbers-scanner/PerfectNumbers.Core/DivisorCycleCache.cs
T
2025-09-25 00:02:19 +02:00

429 lines
11 KiB
C#

using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
namespace PerfectNumbers.Core;
public sealed class DivisorCycleCache
{
internal sealed class CycleBlock
{
// TODO: This can be removed. See other comments.
private int _referenceCount;
internal CycleBlock(int index, ulong start, ulong[] cycles)
{
Index = index;
Start = start;
Cycles = cycles;
End = start + (ulong)cycles.Length - 1UL;
}
// TODO: Let's use fields instead of the properties below for better performance
internal int Index { get; }
internal ulong Start { get; }
internal ulong End { get; }
internal ulong[] Cycles { get; }
// TODO: We don't need full reference tracking. It's enough to assign divisor block to a task, instead. We can remove excessive blocks as required.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void AddRef()
{
Interlocked.Increment(ref _referenceCount);
}
// TODO: We don't need full reference tracking. It's enough to assign divisor block to a task, instead. We can remove excessive blocks as required.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void Release()
{
Interlocked.Decrement(ref _referenceCount);
}
// TODO: We don't need full reference tracking. It's enough to assign divisor block to a task, instead. This can be removed
internal bool IsInUse => Volatile.Read(ref _referenceCount) > 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal ulong GetCycle(ulong divisor)
{
// TODO: The production code should guarantee that this will never occur and we'll use divisors with their corresponding blocks, only. This can be removed and we can simplify this method to =>
if (divisor < Start || divisor > End)
{
return 0UL;
}
return Cycles[(int)(divisor - Start)];
}
}
public struct Lease : IDisposable
{
// TODO: We can probably remove _owner, if we don't need full cycle management which will help GC to clear these out
private readonly DivisorCycleCache? _owner;
private CycleBlock? _block;
internal Lease(DivisorCycleCache owner, CycleBlock block)
{
_owner = owner;
_block = block;
_block.AddRef();
}
// TODO: We're highly over-complicating this. _block is always assigned by the constructor. We don't need to make it nullable. This can be removed.
public readonly bool IsValid => _block is not null;
// TODO: Once we make _block non-nullable we can simplify these to just fields assigned during the creation for the best performance.
public readonly ulong Start => _block?.Start ?? 0UL;
public readonly ulong End => _block?.End ?? 0UL;
public readonly ulong[]? Values => _block?.Cycles;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly ulong GetCycle(ulong divisor) => _block?.GetCycle(divisor) ?? 0UL;
public void Dispose()
{
// TODO: We don't need full cycle block management. We can rely on GC to do its job. Thanks to that we could possibly make the struct read-only.
CycleBlock? block = _block;
if (block is null)
{
return;
}
block.Release();
_owner?.Release(block);
_block = null;
}
}
private readonly object _sync = new();
private readonly ConcurrentDictionary<int, Task<CycleBlock>> _pending = new();
// TODO: _baseBlock should be like no other block. Why do we need a separate property for it? It should become current upon initialization
private CycleBlock _baseBlock = null!;
private CycleBlock? _previous;
private CycleBlock? _current;
private CycleBlock? _next;
private bool _initialized;
// TODO: Let's not use lazy but directly create the instance, instead for better performance. Then we can remove _lazy and just assign the instance to Shared.
private static readonly Lazy<DivisorCycleCache> _lazy = new(() => new DivisorCycleCache());
public static DivisorCycleCache Shared => _lazy.Value;
private DivisorCycleCache()
{
ulong[] snapshot = MersenneDivisorCycles.Shared.ExportSmallCyclesSnapshot();
Initialize(snapshot);
}
public void ReloadFromCurrentSnapshot()
{
ulong[] snapshot = MersenneDivisorCycles.Shared.ExportSmallCyclesSnapshot();
Initialize(snapshot);
}
private void Initialize(ulong[] snapshot)
{
lock (_sync)
{
_pending.Clear();
_baseBlock = new CycleBlock(index: 0, start: 0UL, snapshot);
_previous = _baseBlock;
_current = null;
_next = null;
_initialized = true;
StartPrefetchLocked(1);
}
}
public Lease Acquire(ulong divisor)
{
// TODO: We don't need _initialized. The constructor calls Initialize and makes sure it's always initialized, before use. This check can be removed, too.
if (!_initialized)
{
throw new InvalidOperationException("DivisorCycleCache must be initialized before use.");
}
// TODO: Do we need Lease instances, if we don't care who is using our blocks once they were given and just remove them internally from future use?
if (divisor <= _baseBlock.End)
{
return new Lease(this, _baseBlock);
}
CycleBlock block = AcquireDynamicBlock(divisor);
return new Lease(this, block);
}
private CycleBlock AcquireDynamicBlock(ulong divisor)
{
int blockIndex = GetBlockIndex(divisor);
while (true)
{
Task<CycleBlock>? taskToAwait = null;
lock (_sync)
{
if (TryGetCachedBlockLocked(blockIndex, out CycleBlock? cached))
{
return cached!;
}
if (!_pending.TryGetValue(blockIndex, out taskToAwait))
{
taskToAwait = Task.Run(() => GenerateBlock(blockIndex));
_pending[blockIndex] = taskToAwait;
}
}
CycleBlock block = taskToAwait.GetAwaiter().GetResult();
lock (_sync)
{
_pending.TryRemove(blockIndex, out _);
if (TryGetCachedBlockLocked(blockIndex, out CycleBlock? cachedAfterAwait))
{
return cachedAfterAwait!;
}
PromoteBlockLocked(block);
return block;
}
}
}
private bool TryGetCachedBlockLocked(int blockIndex, out CycleBlock? block)
{
if (_current is { Index: var currentIndex } current && currentIndex == blockIndex)
{
block = current;
return true;
}
if (_previous is { Index: var previousIndex } previous && previousIndex == blockIndex)
{
block = previous;
return true;
}
if (_next is { Index: var nextIndex } next && nextIndex == blockIndex)
{
PromoteNextLocked();
block = _current!;
return true;
}
block = null;
return false;
}
private void PromoteNextLocked()
{
if (_next is null)
{
return;
}
CycleBlock? oldPrevious = _previous;
_previous = _current ?? _baseBlock;
_current = _next;
_next = null;
StartPrefetchLocked(_current!.Index + 1);
TryReleaseBlockLocked(oldPrevious);
}
private void PromoteBlockLocked(CycleBlock block)
{
if (_current is null)
{
_previous = _baseBlock;
_current = block;
StartPrefetchLocked(block.Index + 1);
return;
}
if (block.Index > _current.Index)
{
CycleBlock? oldPrevious = _previous;
_previous = _current;
_current = block;
StartPrefetchLocked(block.Index + 1);
TryReleaseBlockLocked(oldPrevious);
return;
}
if (_previous is null || block.Index >= _previous.Index)
{
CycleBlock? oldPrevious = _previous;
_previous = block;
TryReleaseBlockLocked(oldPrevious);
}
}
private void StartPrefetchLocked(int blockIndex)
{
// TODO: Why do we need this check? This should never happen in production code.
if (blockIndex <= 0)
{
return;
}
// TODO: Why do we need this check? This should never happen in production code.
if (_next is { Index: var nextIndex } next && nextIndex == blockIndex)
{
return;
}
if (_pending.TryGetValue(blockIndex, out Task<CycleBlock>? existing))
{
if (existing.IsCompletedSuccessfully)
{
if (_next is null || _next.Index < blockIndex)
{
_next = existing.Result;
}
_pending.TryRemove(blockIndex, out _);
}
return;
}
Task<CycleBlock> task = Task.Run(() => GenerateBlock(blockIndex));
_pending[blockIndex] = task;
task.ContinueWith(t => OnPrefetchCompleted(blockIndex, t), TaskScheduler.Default);
}
private void OnPrefetchCompleted(int blockIndex, Task<CycleBlock> task)
{
if (!task.IsCompletedSuccessfully)
{
_pending.TryRemove(blockIndex, out _);
return;
}
lock (_sync)
{
if (_next is null || _next.Index < blockIndex)
{
_next = task.Result;
}
_pending.TryRemove(blockIndex, out _);
TrimCacheLocked();
}
}
private void TrimCacheLocked()
{
if (_previous is null)
{
return;
}
if (ReferenceEquals(_previous, _baseBlock))
{
return;
}
if (_previous.IsInUse)
{
return;
}
if (_next is not null && _current is not null)
{
_previous = null;
}
}
private void TryReleaseBlockLocked(CycleBlock? block)
{
if (block is null || ReferenceEquals(block, _baseBlock))
{
return;
}
if (ReferenceEquals(block, _current) || ReferenceEquals(block, _next))
{
return;
}
if (block.IsInUse)
{
return;
}
if (ReferenceEquals(block, _previous))
{
_previous = null;
}
}
private void Release(CycleBlock block)
{
if (!block.IsInUse)
{
lock (_sync)
{
TryReleaseBlockLocked(block);
}
}
}
private CycleBlock GenerateBlock(int blockIndex)
{
if (blockIndex == 0)
{
return _baseBlock;
}
ulong start = GetBlockStart(blockIndex);
int length = GetBlockLength(blockIndex);
ulong[] cycles = new ulong[length];
ulong divisor = start;
for (int i = 0; i < length; i++)
{
cycles[i] = MersenneDivisorCycles.CalculateCycleLength(divisor);
divisor++;
}
return new CycleBlock(blockIndex, start, cycles);
}
private int GetBlockLength(int blockIndex)
{
// TODO: We're over-complicating this again. We should just remember and use the _baseBlock.Cycles.Length. Remember it in a field for better performance during initialization / creation
if (blockIndex == 0)
{
return _baseBlock.Cycles.Length;
}
return PerfectNumberConstants.MaxQForDivisorCycles;
}
private ulong GetBlockStart(int blockIndex)
{
// TODO: We're over-complicating this. There should be only 3 blocks kept. We should simply check all 3 to return the correct one, instead of expensive multiplications.
if (blockIndex == 0)
{
return 0UL;
}
ulong baseEnd = _baseBlock.End;
return baseEnd + 1UL + (ulong)(blockIndex - 1) * (ulong)PerfectNumberConstants.MaxQForDivisorCycles;
}
private int GetBlockIndex(ulong divisor)
{
// TODO: We're over-complicating this. There should be only 3 blocks kept. We should simply check all 3 to return the correct one, instead of expensive multiplications.
if (divisor <= _baseBlock.End)
{
return 0;
}
ulong offset = divisor - (_baseBlock.End + 1UL);
return (int)(offset / (ulong)PerfectNumberConstants.MaxQForDivisorCycles) + 1;
}
}