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603 lines
16 KiB
C++
603 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "vmpi.h"
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#include "vmpi_distribute_work.h"
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#include "tier0/platform.h"
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#include "tier0/dbg.h"
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#include "utlvector.h"
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#include "utllinkedlist.h"
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#include "vmpi_dispatch.h"
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#include "pacifier.h"
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#include "vstdlib/random.h"
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#include "mathlib/mathlib.h"
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#include "threadhelpers.h"
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#include "threads.h"
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#include "tier1/strtools.h"
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#include "tier1/utlmap.h"
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#include "tier1/smartptr.h"
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#include "tier0/icommandline.h"
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#include "cmdlib.h"
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#include "vmpi_distribute_tracker.h"
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#include "vmpi_distribute_work_internal.h"
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#define DW_SUBPACKETID_WU_ASSIGNMENT (VMPI_DISTRIBUTE_WORK_EXTRA_SUBPACKET_BASE+0)
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static int s_numWusToDeal = -1;
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void VMPI_SetWorkUnitsPartitionSize( int numWusToDeal )
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{
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s_numWusToDeal = numWusToDeal;
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}
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class CWorkUnitInfo
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{
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public:
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WUIndexType m_iWorkUnit;
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};
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class CWULookupInfo
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{
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public:
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CWULookupInfo() : m_iWUInfo( -1 ), m_iPartition( -222222 ), m_iPartitionListIndex( -1 ) {}
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public:
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int m_iWUInfo; // Index into m_WUInfo.
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int m_iPartition; // Which partition it's in.
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int m_iPartitionListIndex; // Index into its partition's m_WUs.
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};
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class CPartitionInfo
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{
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public:
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typedef CUtlLinkedList< WUIndexType, int > PartitionWUs;
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public:
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int m_iPartition; // Index into m_Partitions.
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int m_iWorker; // Who owns this partition?
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PartitionWUs m_WUs; // Which WUs are in this partition?
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};
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// Work units tracker to track consecutive finished blocks
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class CWorkUnitsTracker
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{
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public:
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CWorkUnitsTracker() {}
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public:
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// Initializes the unit tracker to receive numUnits in future
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void PrepareForWorkUnits( uint64 numUnits );
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// Signals that a work unit has been finished
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// returns a zero-based index of the next pending work unit
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// up to which the task list has been processed fully now
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// because the received work unit filled the gap or was the next pending work unit.
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// returns 0 to indicate that this work unit is a "faster processed future work unit".
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uint64 WorkUnitFinished( uint64 iWorkUnit );
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public:
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enum WUInfo { kNone, kTrigger, kDone };
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CVisibleWindowVector< uint8 > m_arrInfo;
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};
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void CWorkUnitsTracker::PrepareForWorkUnits( uint64 numUnits )
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{
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m_arrInfo.Reset( numUnits + 1 );
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if ( numUnits )
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{
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m_arrInfo.ExpandWindow( 2ull, kNone );
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m_arrInfo.Get( 0ull ) = kTrigger;
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}
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}
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uint64 CWorkUnitsTracker::WorkUnitFinished( uint64 iWorkUnit )
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{
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uint64 uiResult = uint64( 0 );
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if ( iWorkUnit >= m_arrInfo.FirstPossibleIndex() && iWorkUnit < m_arrInfo.PastPossibleIndex() )
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{
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// Need to access the element
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m_arrInfo.ExpandWindow( iWorkUnit + 1, kNone );
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// Set it done
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uint8 &rchThere = m_arrInfo.Get( iWorkUnit ), chThere = rchThere;
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rchThere = kDone;
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// Should we trigger?
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if ( kTrigger == chThere )
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{
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// Go along all "done" work units and trigger the last found one
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while ( ( ( ++ iWorkUnit ) < m_arrInfo.PastVisibleIndex() ) &&
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( kDone == m_arrInfo.Get( iWorkUnit ) ) )
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continue;
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m_arrInfo.Get( iWorkUnit ) = kTrigger;
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m_arrInfo.ShrinkWindow( iWorkUnit - 1 );
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uiResult = iWorkUnit;
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}
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else if( iWorkUnit == m_arrInfo.FirstPossibleIndex() )
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{
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// Go along all "done" work units and shrink including the last found one
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while ( ( ( ++ iWorkUnit ) < m_arrInfo.PastVisibleIndex() ) &&
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( kDone == m_arrInfo.Get( iWorkUnit ) ) )
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continue;
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m_arrInfo.ShrinkWindow( iWorkUnit - 1 );
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}
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}
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return uiResult;
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}
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CWorkUnitsTracker g_MasterWorkUnitsTracker;
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static bool CompareSoonestWorkUnitSets( CPartitionInfo::PartitionWUs * const &x, CPartitionInfo::PartitionWUs * const &y )
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{
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// Compare by fourth/second/first job in the partitions
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WUIndexType missing = ~WUIndexType(0);
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WUIndexType jobsX[4] = { missing, missing, missing, missing };
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WUIndexType jobsY[4] = { missing, missing, missing, missing };
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int counter = 0;
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counter = 0;
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FOR_EACH_LL( (*x), i )
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{
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jobsX[ counter ++ ] = (*x)[i];
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if ( counter >= 4 )
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break;
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}
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counter = 0;
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FOR_EACH_LL( (*y), i )
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{
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jobsY[ counter ++ ] = (*y)[i];
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if ( counter >= 4 )
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break;
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}
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// Compare
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if ( jobsX[3] != jobsY[3] )
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return ( jobsX[3] < jobsY[3] );
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if ( jobsX[1] != jobsY[1] )
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return ( jobsX[1] < jobsY[1] );
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return jobsX[0] < jobsY[0];
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}
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class CDistributor_DefaultMaster : public IWorkUnitDistributorMaster
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{
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public:
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virtual void Release()
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{
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delete this;
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}
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virtual void DistributeWork_Master( CDSInfo *pInfo )
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{
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m_pInfo = pInfo;
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g_MasterWorkUnitsTracker.PrepareForWorkUnits( m_pInfo->m_nWorkUnits );
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m_WULookup.Reset( pInfo->m_nWorkUnits );
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while ( m_WULookup.FirstPossibleIndex() < m_WULookup.PastPossibleIndex() )
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{
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VMPI_DispatchNextMessage( 200 );
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VMPITracker_HandleDebugKeypresses();
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if ( g_pDistributeWorkCallbacks && g_pDistributeWorkCallbacks->Update() )
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break;
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}
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}
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virtual void OnWorkerReady( int iSource )
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{
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AssignWUsToWorker( iSource );
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}
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virtual bool HandleWorkUnitResults( WUIndexType iWorkUnit )
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{
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CWULookupInfo *pLookup = NULL;
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if ( iWorkUnit >= m_WULookup.FirstPossibleIndex() && iWorkUnit < m_WULookup.PastVisibleIndex() )
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pLookup = &m_WULookup.Get( iWorkUnit );
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if ( !pLookup || pLookup->m_iWUInfo == -1 )
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return false;
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// Mark this WU finished and remove it from the list of pending WUs.
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m_WUInfo.Remove( pLookup->m_iWUInfo );
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pLookup->m_iWUInfo = -1;
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// Get rid of the WU from its partition.
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int iPartition = pLookup->m_iPartition;
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CPartitionInfo *pPartition = m_Partitions[iPartition];
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pPartition->m_WUs.Remove( pLookup->m_iPartitionListIndex );
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// Shrink the window of the lookup work units
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if ( iWorkUnit == m_WULookup.FirstPossibleIndex() )
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{
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WUIndexType kwu = iWorkUnit;
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for ( WUIndexType kwuEnd = m_WULookup.PastVisibleIndex(); kwu < kwuEnd; ++ kwu )
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{
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if ( -1 != m_WULookup.Get( kwu ).m_iWUInfo && kwu > iWorkUnit )
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break;
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}
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m_WULookup.ShrinkWindow( kwu - 1 );
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}
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// Give the worker some new work if need be.
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if ( pPartition->m_WUs.Count() == 0 )
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{
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int iPartitionWorker = pPartition->m_iWorker;
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delete pPartition;
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m_Partitions.Remove( iPartition );
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// If there are any more WUs remaining, give the worker from this partition some more of them.
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if ( m_WULookup.FirstPossibleIndex() < m_WULookup.PastPossibleIndex() )
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{
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AssignWUsToWorker( iPartitionWorker );
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}
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}
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uint64 iDoneWorkUnits = g_MasterWorkUnitsTracker.WorkUnitFinished( iWorkUnit );
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if ( iDoneWorkUnits && g_pDistributeWorkCallbacks )
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{
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g_pDistributeWorkCallbacks->OnWorkUnitsCompleted( iDoneWorkUnits );
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}
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return true;
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}
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virtual void DisconnectHandler( int workerID )
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{
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int iPartitionLookup = FindPartitionByWorker( workerID );
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if ( iPartitionLookup != -1 )
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{
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// Mark this guy's partition as unowned so another worker can get it.
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CPartitionInfo *pPartition = m_Partitions[iPartitionLookup];
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pPartition->m_iWorker = -1;
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}
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}
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CPartitionInfo* AddPartition( int iWorker )
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{
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CPartitionInfo *pNew = new CPartitionInfo;
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pNew->m_iPartition = m_Partitions.AddToTail( pNew );
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pNew->m_iWorker = iWorker;
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return pNew;
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}
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bool SplitWUsPartition( CPartitionInfo *pPartitionLarge,
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CPartitionInfo **ppFirstHalf, CPartitionInfo **ppSecondHalf,
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int iFirstHalfWorker, int iSecondHalfWorker )
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{
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int nCount = pPartitionLarge->m_WUs.Count();
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if ( nCount > 1 ) // Allocate the partitions for the two workers
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{
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*ppFirstHalf = AddPartition( iFirstHalfWorker );
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*ppSecondHalf = AddPartition( iSecondHalfWorker );
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}
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else // Specially transfer a partition with too few work units
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{
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*ppFirstHalf = NULL;
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*ppSecondHalf = AddPartition( iSecondHalfWorker );
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}
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// Prepare for transfer
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CPartitionInfo *arrNewParts[2] = { *ppFirstHalf ? *ppFirstHalf : *ppSecondHalf, *ppSecondHalf };
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// Transfer the work units:
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// alternate first/second halves
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// don't put more than "half deal units" tasks into the second half
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// e.g. { 1, 2, 3, 4 }
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// becomes: 1st half { 1, 2 }, 2nd half { 3, 4 }
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for ( int k = 0; k < nCount; ++ k )
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{
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int iHead = pPartitionLarge->m_WUs.Head();
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WUIndexType iWU = pPartitionLarge->m_WUs[ iHead ];
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pPartitionLarge->m_WUs.Remove( iHead );
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/*
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int nHalf = !!( ( k % 2 ) || ( k >= nCount - 1 ) );
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if ( k == 5 ) // no more than 2 jobs to branch off
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arrNewParts[ 1 ] = arrNewParts[ 0 ];
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*/
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int nHalf = !( k < nCount/2 );
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CPartitionInfo *pTo = arrNewParts[ nHalf ];
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CWULookupInfo &li = m_WULookup.Get( iWU );
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li.m_iPartition = pTo->m_iPartition;
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li.m_iPartitionListIndex = pTo->m_WUs.AddToTail( iWU );
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}
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// LogPartitionsWorkUnits( pInfo );
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return true;
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}
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void AssignWUsToWorker( int iWorker )
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{
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// Get rid of this worker's old partition.
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int iPrevious = FindPartitionByWorker( iWorker );
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if ( iPrevious != -1 )
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{
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delete m_Partitions[iPrevious];
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m_Partitions.Remove( iPrevious );
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}
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if ( g_iVMPIVerboseLevel >= 1 )
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Msg( "A" );
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CVisibleWindowVector< CWULookupInfo > &vlkup = m_WULookup;
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if ( CommandLine()->FindParm( "-mpi_NoScheduler" ) )
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{
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Warning( "\n\n-mpi_NoScheduler found: Warning - this should only be used for testing and with 1 worker!\n\n" );
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vlkup.ExpandWindow( m_pInfo->m_nWorkUnits );
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CPartitionInfo *pPartition = AddPartition( iWorker );
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for ( int i=0; i < m_pInfo->m_nWorkUnits; i++ )
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{
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CWorkUnitInfo info;
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info.m_iWorkUnit = i;
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CWULookupInfo &li = vlkup.Get( i );
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li.m_iPartition = pPartition->m_iPartition;
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li.m_iPartitionListIndex = pPartition->m_WUs.AddToTail( i );
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li.m_iWUInfo = m_WUInfo.AddToTail( info );
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}
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SendPartitionToWorker( pPartition, iWorker );
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return;
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}
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// Any partitions abandoned by workers?
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int iAbandonedPartition = FindPartitionByWorker( -1 );
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if ( -1 != iAbandonedPartition )
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{
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CPartitionInfo *pPartition = m_Partitions[ iAbandonedPartition ];
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pPartition->m_iWorker = iWorker;
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SendPartitionToWorker( pPartition, iWorker );
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}
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// Any absolutely untouched partitions yet?
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else if ( vlkup.PastVisibleIndex() < vlkup.PastPossibleIndex() )
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{
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// Figure out how many WUs to include in a batch
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int numWusToDeal = s_numWusToDeal;
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if ( numWusToDeal <= 0 )
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{
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uint64 uiFraction = vlkup.PastPossibleIndex() / g_nMaxWorkerCount;
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Assert( uiFraction < INT_MAX/2 );
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numWusToDeal = int( uiFraction );
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if ( numWusToDeal <= 0 )
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numWusToDeal = 8;
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}
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// Allocate room for upcoming work units lookup
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WUIndexType iBegin = vlkup.PastVisibleIndex();
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WUIndexType iEnd = min( iBegin + g_nMaxWorkerCount * numWusToDeal, vlkup.PastPossibleIndex() );
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vlkup.ExpandWindow( iEnd - 1 );
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// Allocate a partition
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size_t numPartitions = min( ( size_t )(iEnd - iBegin), ( size_t )g_nMaxWorkerCount );
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CArrayAutoPtr< CPartitionInfo * > spArrPartitions( new CPartitionInfo* [ numPartitions ] );
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CPartitionInfo **arrPartitions = spArrPartitions.Get();
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arrPartitions[0] = AddPartition( iWorker );
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for ( size_t k = 1; k < numPartitions; ++ k )
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arrPartitions[k] = AddPartition( -1 );
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// Assign upcoming work units to the partitions.
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for ( WUIndexType i = iBegin ; i < iEnd; ++ i )
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{
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CWorkUnitInfo info;
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info.m_iWorkUnit = i;
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CPartitionInfo *pPartition = arrPartitions[ size_t( (i - iBegin) % numPartitions ) ];
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CWULookupInfo &li = vlkup.Get( i );
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li.m_iPartition = pPartition->m_iPartition;
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li.m_iPartitionListIndex = pPartition->m_WUs.AddToTail( i );
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li.m_iWUInfo = m_WUInfo.AddToTail( info );
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}
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// Now send this guy the WU list in his partition.
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SendPartitionToWorker( arrPartitions[0], iWorker );
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}
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// Split one of the last partitions to finish sooner
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else
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{
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// Find a partition to split.
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int iPartToSplit = FindSoonestPartition();
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if ( iPartToSplit >= 0 )
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{
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CPartitionInfo *pPartition = m_Partitions[ iPartToSplit ];
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CPartitionInfo *pOldHalf = NULL, *pNewHalf = NULL;
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int iOldWorker = pPartition->m_iWorker, iNewWorker = iWorker;
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if ( SplitWUsPartition( pPartition, &pOldHalf, &pNewHalf, iOldWorker, iNewWorker ) )
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{
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if ( pOldHalf )
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SendPartitionToWorker( pOldHalf, iOldWorker );
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if ( pNewHalf )
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SendPartitionToWorker( pNewHalf, iNewWorker );
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// Delete the partition that got split
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Assert( pPartition->m_WUs.Count() == 0 );
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delete pPartition;
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m_Partitions.Remove( iPartToSplit );
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}
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}
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}
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}
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int FindSoonestPartition()
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{
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CUtlLinkedList < CPartitionInfo *, int > &lst = m_Partitions;
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// Sorted partitions
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CUtlMap< CPartitionInfo::PartitionWUs *, int > sortedPartitions ( CompareSoonestWorkUnitSets );
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sortedPartitions.EnsureCapacity( lst.Count() );
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FOR_EACH_LL( lst, i )
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{
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sortedPartitions.Insert( &lst[i]->m_WUs, i );
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}
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if ( sortedPartitions.Count() )
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{
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return sortedPartitions.Element( sortedPartitions.FirstInorder() );
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}
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return lst.Head();
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}
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int FindPartitionByWorker( int iWorker )
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{
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FOR_EACH_LL( m_Partitions, i )
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{
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if ( m_Partitions[i]->m_iWorker == iWorker )
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return i;
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}
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return -1;
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}
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void SendPartitionToWorker( CPartitionInfo *pPartition, int iWorker )
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{
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// Stuff the next nWUs work units into the buffer.
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MessageBuffer mb;
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PrepareDistributeWorkHeader( &mb, DW_SUBPACKETID_WU_ASSIGNMENT );
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FOR_EACH_LL( pPartition->m_WUs, i )
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{
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WUIndexType iWU = pPartition->m_WUs[i];
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mb.write( &iWU, sizeof( iWU ) );
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VMPITracker_WorkUnitSentToWorker( ( int ) iWU, iWorker );
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}
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VMPI_SendData( mb.data, mb.getLen(), iWorker );
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}
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virtual bool HandlePacket( MessageBuffer *pBuf, int iSource, bool bIgnoreContents )
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{
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return false;
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}
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private:
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CDSInfo *m_pInfo;
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CUtlLinkedList<CPartitionInfo*,int> m_Partitions;
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CVisibleWindowVector<CWULookupInfo> m_WULookup; // Map work unit index to CWorkUnitInfo.
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CUtlLinkedList<CWorkUnitInfo,int> m_WUInfo; // Sorted with most elegible WU at the head.
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};
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class CDistributor_DefaultWorker : public IWorkUnitDistributorWorker
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{
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public:
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virtual void Release()
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{
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delete this;
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}
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virtual void Init( CDSInfo *pInfo )
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{
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}
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virtual bool GetNextWorkUnit( WUIndexType *pWUIndex )
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{
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CCriticalSectionLock csLock( &m_CS );
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csLock.Lock();
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// NOTE: this is called from INSIDE worker threads.
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if ( m_WorkUnits.Count() == 0 )
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{
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return false;
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}
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else
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{
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*pWUIndex = m_WorkUnits[ m_WorkUnits.Head() ];
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m_WorkUnits.Remove( m_WorkUnits.Head() );
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return true;
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}
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}
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virtual void NoteLocalWorkUnitCompleted( WUIndexType iWU )
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{
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}
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virtual bool HandlePacket( MessageBuffer *pBuf, int iSource, bool bIgnoreContents )
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{
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if ( pBuf->data[1] == DW_SUBPACKETID_WU_ASSIGNMENT )
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{
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// If the message wasn't even related to the current DistributeWork() call we're on, ignore it.
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if ( bIgnoreContents )
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return true;
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if ( ((pBuf->getLen() - pBuf->getOffset()) % sizeof( WUIndexType )) != 0 )
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{
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Error( "DistributeWork: invalid work units packet from master" );
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}
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// Parse out the work unit indices.
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CCriticalSectionLock csLock( &m_CS );
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csLock.Lock();
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m_WorkUnits.Purge();
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int nIndices = (pBuf->getLen() - pBuf->getOffset()) / sizeof( WUIndexType );
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for ( int i=0; i < nIndices; i++ )
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{
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WUIndexType iWU;
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pBuf->read( &iWU, sizeof( iWU ) );
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// Add the index to the list.
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m_WorkUnits.AddToTail( iWU );
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}
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csLock.Unlock();
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return true;
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}
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else
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{
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return false;
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}
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}
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// Threads eat up the list of WUs in here.
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CCriticalSection m_CS;
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CUtlLinkedList<WUIndexType, int> m_WorkUnits; // A list of work units assigned to this worker
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};
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IWorkUnitDistributorMaster* CreateWUDistributor_DefaultMaster()
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{
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return new CDistributor_DefaultMaster;
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}
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IWorkUnitDistributorWorker* CreateWUDistributor_DefaultWorker()
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{
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return new CDistributor_DefaultWorker;
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}
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