rust/tests/pass/concurrency/spin_loops.rs
2022-06-05 14:36:49 -04:00

83 lines
2.6 KiB
Rust

// ignore-windows: Concurrency on Windows is not supported yet.
use std::thread;
use std::sync::atomic::{AtomicBool, AtomicUsize, Ordering};
use std::sync::mpsc;
use std::cell::Cell;
/// When a thread yields, Miri's scheduler used to pick the thread with the lowest ID
/// that can run. IDs are assigned in thread creation order.
/// This means we could make 2 threads infinitely ping-pong with each other while
/// really there is a 3rd thread that we should schedule to make progress.
fn two_player_ping_pong() {
static FLAG: AtomicUsize = AtomicUsize::new(0);
let waiter1 = thread::spawn(|| {
while FLAG.load(Ordering::Acquire) == 0 {
// spin and wait
thread::yield_now();
}
});
let waiter2 = thread::spawn(|| {
while FLAG.load(Ordering::Acquire) == 0 {
// spin and wait
thread::yield_now();
}
});
let progress = thread::spawn(|| {
FLAG.store(1, Ordering::Release);
});
// The first `join` blocks the main thread and thus takes it out of the equation.
waiter1.join().unwrap();
waiter2.join().unwrap();
progress.join().unwrap();
}
/// Based on a test by @jethrogb.
fn launcher() {
static THREAD2_LAUNCHED: AtomicBool = AtomicBool::new(false);
for _ in 0..10 {
let (tx, rx) = mpsc::sync_channel(0);
THREAD2_LAUNCHED.store(false, Ordering::SeqCst);
let jh = thread::spawn(move || {
struct RecvOnDrop(Cell<Option<mpsc::Receiver<()>>>);
impl Drop for RecvOnDrop {
fn drop(&mut self) {
let rx = self.0.take().unwrap();
while !THREAD2_LAUNCHED.load(Ordering::SeqCst) {
thread::yield_now();
}
rx.recv().unwrap();
}
}
let tl_rx: RecvOnDrop = RecvOnDrop(Cell::new(None));
tl_rx.0.set(Some(rx));
});
let tx_clone = tx.clone();
let jh2 = thread::spawn(move || {
THREAD2_LAUNCHED.store(true, Ordering::SeqCst);
jh.join().unwrap();
tx_clone.send(()).expect_err(
"Expecting channel to be closed because thread 1 TLS destructors must've run",
);
});
while !THREAD2_LAUNCHED.load(Ordering::SeqCst) {
thread::yield_now();
}
thread::yield_now();
tx.send(()).expect("Expecting channel to be live because thread 2 must block on join");
jh2.join().unwrap();
}
}
fn main() {
two_player_ping_pong();
launcher();
}