priorityq/mq/lib.go

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package mq
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import (
"sync"
"gogs.humancabbage.net/sam/priorityq/circ"
)
// Q is a precise, concurrent, prioritized message queue.
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//
// Each queue has two internal buffers, high and low. This implementation
// guarantees that when there are items in both buffers, consumers receive
// ones from the high priority buffer first.
//
// Each buffer has the same capacity, set on initial construction. Sending to
// a buffer will block if it is full, even if the other buffer has space.
type Q[T any] struct {
*state[T]
}
// Make a new queue.
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func Make[T any](cap int) Q[T] {
high := circ.Make[T](cap)
low := circ.Make[T](cap)
s := &state[T]{
high: high,
low: low,
}
s.canRecv = sync.NewCond(&s.mu)
s.canSendHigh = sync.NewCond(&s.mu)
s.canSendLow = sync.NewCond(&s.mu)
return Q[T]{s}
}
type state[T any] struct {
mu sync.Mutex
high circ.B[T]
low circ.B[T]
canSendHigh *sync.Cond
canSendLow *sync.Cond
canRecv *sync.Cond
closed bool
}
// Close marks the queue as closed.
//
// Subsequent attempts to send will panic. Subsequent calls to Recv will
// continue to return the remaining items in the queue.
func (s *state[T]) Close() {
s.mu.Lock()
s.closed = true
s.mu.Unlock()
s.canRecv.Broadcast()
}
// Recv returns an item from the prioritized buffers, blocking if empty.
//
// The returned bool will be true if the queue still has items or is open.
// It will be false if the queue is empty and closed.
func (s *state[T]) Recv() (T, bool) {
s.mu.Lock()
defer s.mu.Unlock()
for {
for !s.closed && !s.high.CanPop() && !s.low.CanPop() {
s.canRecv.Wait()
}
if s.closed && !s.high.CanPop() && !s.low.CanPop() {
var empty T
return empty, false
}
if s.high.CanPop() {
value := s.high.PopFront()
s.canSendHigh.Broadcast()
return value, true
}
if s.low.CanPop() {
value := s.low.PopFront()
s.canSendLow.Broadcast()
return value, true
}
}
}
// Send is an alias for SendLow.
func (s *state[T]) Send(value T) {
s.SendLow(value)
}
// SendHigh adds an item to the high priority buffer, blocking if full.
func (s *state[T]) SendHigh(value T) {
s.send(value, &s.high, s.canSendHigh)
}
// SendLow adds an item to the low priority buffer, blocking if full.
func (s *state[T]) SendLow(value T) {
s.send(value, &s.low, s.canSendLow)
}
// TryRecv attempts to return an item from the prioritized buffers.
//
// This method does not block. If there is an item in a buffer, it returns
// true. If the buffer is empty, it returns false.
func (s *state[T]) TryRecv() (value T, ok bool) {
s.mu.Lock()
defer s.mu.Unlock()
if s.high.CanPop() {
value = s.high.PopFront()
ok = true
s.canSendHigh.Broadcast()
return
}
if s.low.CanPop() {
value = s.low.PopFront()
ok = true
s.canSendLow.Broadcast()
return
}
return
}
// TrySendHigh attempts to add an item to the high priority buffer.
//
// This method does not block. If there is space in the buffer, it returns
// true. If the buffer is full, it returns false.
func (s *state[T]) TrySendHigh(value T) bool {
return s.trySend(value, &s.high)
}
// TrySendLow attempts to add an item to the low priority buffer.
//
// This method does not block. If there is space in the buffer, it returns
// true. If the buffer is full, it returns false.
func (s *state[T]) TrySendLow(value T) bool {
return s.trySend(value, &s.low)
}
func (s *state[T]) send(value T, buf *circ.B[T], cond *sync.Cond) {
s.mu.Lock()
defer s.mu.Unlock()
for {
for !s.closed && !buf.CanPush() {
cond.Wait()
}
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if s.closed {
panic("send on closed queue")
}
if buf.CanPush() {
buf.PushBack(value)
s.canRecv.Broadcast()
return
}
}
}
func (s *state[T]) trySend(value T, buf *circ.B[T]) bool {
s.mu.Lock()
defer s.mu.Unlock()
if !buf.CanPush() {
return false
}
buf.PushBack(value)
s.canRecv.Broadcast()
return true
}