Closed ghstahl closed 9 months ago
By Contrast, the following will exit immediately when I manage Threads myself.
// PocoThreadPlay.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include "pch.h"
#include <iostream>
#include <chrono>
#include <thread>
#include "Poco/Runnable.h"
#include "Poco/Thread.h"
using namespace std;
class Worker : public Poco::Runnable
{
static bool _shutDown;
public:
Worker()
{
}
void run()
{
thread::id this_id = this_thread::get_id();
cout << "Start. [Worker: tid:" << this_id << "]" << endl;
while (!_shutDown)
{
std::this_thread::sleep_for(std::chrono::milliseconds(250));
cout << "Working. [Worker: tid:" << this_id << "]" << endl;
}
cout << "Leaving. [Worker: tid:" << this_id << "]" << endl;
}
static void Initialize() {
_shutDown = false;
}
static void Shutdown() {
_shutDown = true;
}
};
bool Worker::_shutDown = false;
int main()
{
Worker::Initialize();
std::cout << "Hello World!\n";
Worker worker1; // create worker threads
Worker worker2;
Worker::Shutdown(); // workers will come up, and then immediatly be told to go away
Poco::Thread thread1;
thread1.start(worker1);
Poco::Thread thread2;
thread2.start(worker2);
thread1.join();
thread2.join();
system("pause");
}
I have noticed something similar on windows (Foundation tests hangs for a while before completion) since we moved the develop branch (future 2.0 release) back-end thread implementation to c++11 std threading,events etc. Never had time to investigate, the only place I can see where ThreadPool would be doing it is PooledThread::release(), but I can't see why. If you find out the reason, let us know (or, even better, send a pull).
The start of the issues is happening here via ~ThreadPool
void PooledThread::release()
{
const long JOIN_TIMEOUT = 10000;
_mutex.lock();
_pTarget = 0;
_mutex.unlock();
// In case of a statically allocated thread pool (such
// as the default thread pool), Windows may have already
// terminated the thread before we got here.
if (_thread.isRunning())
_targetReady.set();
if (_thread.tryJoin(JOIN_TIMEOUT))
{
delete this;
}
}
This is one of those things that we need architectural feedback from the authors as to why before we can assert that something needs to be fixed. I can live with an answer like "This ThreadPool is not for you".
What we have here is a reproducible hang on one platform (I did not notice it anywhere else except on windows). So, it is obvious it needs to be fixed. If you do not need ThreadPool, that's fine. If you do need it and want to fix it, then find why it hangs and let us know. Otherwise, it will be fixed when someone has enough time to spend on it.
FWIW, I suspect it has to do with new event implementation, which uses std::condition_variable. I did some work on improving new events, but it did not fix the problem and I did not have time to look deeper into it; the contributors who ported threading and events to std have been silent since, so that's where we currently are.
@aleks-f I am zeroing in on where the issue is.
The root of the problem is that PoolThread, enters into a wait as shown here;
void PooledThread::run()
{
_started.set();
for (;;)
{
_targetReady.wait();
_mutex.lock();
if (_pTarget) // a NULL target means kill yourself
{
.....
}
else
{
_mutex.unlock();
break;
}
}
}
This happens after my initial runables are gone and that _pTarget is NULL.
During shutdown, the following gets called for each PooledThread
void PooledThread::release()
{
const long JOIN_TIMEOUT = 10000;
_mutex.lock();
_pTarget = 0;
_mutex.unlock();
// In case of a statically allocated thread pool (such
// as the default thread pool), Windows may have already
// terminated the thread before we got here.
if (_thread.isRunning())
_targetReady.set();
if (_thread.tryJoin(JOIN_TIMEOUT))
{
delete this;
}
}
Where _targetReady.set(); is called, and what is expected is that the void PooledThread::run() then wakes and goes away. This isn't happening, whereas the thinking it seems is that the release is signalling for a graceful shutdown to happen. The
_targetReady.wait();
doesn't relinquish control.
I need to dust off my mutex knowledge as to why this is not getting signaled. Jump in anytime ;)
Probably nothing to do with mutexes. I'd suspect that perhaps the thread is not running when release() is called, _targetReady.set()
is not called, and _thread.tryJoin(JOIN_TIMEOUT)
actually hangs until the timeout expires.
I'm just guessing, though - best to walk in debugger and see what's really happening.
_targetReady.set()
is getting called, because the thread is running. The PooledThread is alive and well.
if (_thread.isRunning())
_targetReady.set();
if (_thread.isRunning())
evaluates to true.
_thread.tryJoin(JOIN_TIMEOUT)
is acting like you describe because _targetReady.set()
was called but had no effect on the PooledThread shutting down.
Sorry, dust off my event knowledge.
H
More Clues. I changed how ThreadPoolSingletonHolder was being created. Instead of an object on the stack, it is now on the heap, which has to be explicitly deleted, which is the very last line of my main();
namespace
{
static ThreadPoolSingletonHolder* pSh;
}
ThreadPool& ThreadPool::defaultPool(ThreadAffinityPolicy affinityPolicy)
{
if(pSh == nullptr)
{
pSh = new ThreadPoolSingletonHolder();
}
return *(pSh->pool(affinityPolicy));
}
void ThreadPool::destructDefaultPool()
{
delete pSh;
}
int main()
{
Worker::Initialize();
cout << "Hello World!\n";
Worker worker1; // create worker threads
Worker::Shutdown(); // workers will come up, and then immediatly be told to go away
Poco::ThreadPool::defaultPool().start(worker1);
Poco::ThreadPool::defaultPool().joinAll();
system("pause");
Poco::ThreadPool::destructDefaultPool();
}
Now it works as expected.
More Experimentation... Lets try a std::unique_ptr
namespace
{
static std::unique_ptr<ThreadPoolSingletonHolder> sh;
}
ThreadPool& ThreadPool::defaultPool(ThreadAffinityPolicy affinityPolicy)
{
if(sh == nullptr)
{
sh = std::make_unique<ThreadPoolSingletonHolder>();
}
ThreadPool* pTp = sh->pool(affinityPolicy);
return *(pTp);
}
This doesn't work, even though the unique_ptr's destructor fired and deleted the contained ThreadPoolSingletonHolder pointer. There is something about tear-down order happening here.
More Experimentation. Scope & Stack. I created a personal copy of ThreadPoolSingletonHolder and called it MyThreadPoolSingletonHolder.
bool Worker::_shutDown = false;
int main()
{
cout << "Hello World!\n";
Worker::Initialize();
Worker worker1; // create worker threads
Worker::Shutdown(); // workers will come up, and then immediatly be told to go away
{// scope
MyThreadPoolSingletonHolder myThreadPoolSingletonHolder;
Poco::ThreadPool* pool = myThreadPoolSingletonHolder.pool(Poco::ThreadPool::TAP_DEFAULT);
pool->start(worker1);
pool->joinAll();
system("pause");
}
}
This works and the shutdown happens right away.
This is where my knowledge of Windows x64 "what the hell is going on during the app being torn down" is hitting a wall.
@aleks-f If what I am finding is what I think it is, than I could make the following assertions;
I would expose the the objects so that they can be disposed of prior to app tear down. I.e. require me to scope them as I have done, if C++ had a try.catch.finally, I would destroy the pool there.
I don't know how far this goes, as POCO uses ThreadPool for other stuff.
As is, anything that uses the default threadpool will have a shutdown problem on the Windows x64 builds I am testing.
I have a working example of TaskManager that properly shuts down.
As well as a working example of ThreadPool that properly shuts down.
Task manager that goes away on shutdown.
1. Had to make a personal copy of ThreadPoolSingletonHolder called MyThreadPoolSingletonHolder.
2. Made sure it was scoped so that it destructed before the app tear-down phase forced the destruction.
Good thing that TaskManager takes a reference to a ThreadPool as a ctor argument.
MyThreadPoolSingletonHolder myThreadPoolSingletonHolder;
Poco::ThreadPool* pool = myThreadPoolSingletonHolder.pool(Poco::ThreadPool::TAP_DEFAULT);
Poco::TaskManager tm(*pool);
So the theory that Events don't get signaled at tear-down, because they don't seem to wake up the PoolThread when the ThreadPool telling each PoolThread to release is false. Proof Project
The reason there is a 10 second hang is that the PoolThread is waiting on an event, which gets set but the PoolThread doesn't wake. Why it works in my little POC, but not in the ThreadPool context. I don't believe this has to do with the condition work you mentioned. Here is the Poco.ThreadPool.Hang project that shows the hang.
I will happily take any suggestions to hunt this down.
This issue is stale because it has been open for 365 days with no activity.
This issue is stale because it has been open for 365 days with no activity.
Is this solved with #4311, perhaps?
@matejk possible, but no time to check now, I'll mark this for 1.13.1
Reported problem was fixed with one of the changes for release 1.13. Added test case for this situation.
Expected behavior
ThreadPool's destructor should exist right away when there are no runnables anymore
Actual behavior
ThreadPool is in a self imposed 10-second holding pattern waiting for stuff that is already gone The joinAll is immediatly satisfied, but the ThreadPool destructor doesn't let go until 10 seconds later.
Steps to reproduce the problem
POCO version
Latest
Compiler and version
Microsoft Visual Studio Enterprise 2017 Version 15.8.2 VisualStudio.15.Release/15.8.2+28010.2016 Microsoft .NET Framework Version 4.7.03056
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Operating system and version
Windows 10
Other relevant information
x64