ThreadLocal
字段成员:
private Func<T>? _valueFactory;
一个获取默认值的委托 不同线程共享此成员。
[ThreadStatic]
private static LinkedSlotVolatile[]? ts_slotArray;
ThreadStatic特性,这不就是我们熟悉的ThreadStaticAttribute吗,
????????????所以ThreadLocal 就是一个ThreadStatic的封装类,简化了tls操作
[ThreadStatic]
private static FinalizationHelper? ts_finalizationHelper;
见名思义,用于释放的帮助类
private int _idComplement;
Slot ID of this ThreadLocal<instance.
这个ThreadLocal<>实例的槽ID。
We store a bitwise complement of the ID (that is ~ID), which allows us to distinguish
我们存储ID的位补码(即~ID),这使我们能够区分
between the case when ID is 0 and an incompletely initialized object, either due to a thread abort in the constructor, or
在ID为0的情况和未完全初始化的对象之间,原因可能是构造函数中的线程中止,也可能是
possibly due to a memory model issue in user code.
可能是由于用户代码中的内存模型问题。
用于区分是否初始化。
private volatile bool _initialized;
表示对象是否完全初始化..
private volatile bool _initialized;
是否初始化-构造函数
private static readonly IdManager s_idManager = new IdManager();
IdManager assigns and reuses slot IDs.
IdManager分配和重用插槽id。
Additionally, the object is also used as a global lock.
此外,该对象还用作全局锁。
private LinkedSlot? _linkedSlot = new LinkedSlot(null);
伪头节点
private bool _trackAllValues;
是否支持Values属性
方法
private void Initialize(Func<T>? valueFactory, bool trackAllValues)
{
_valueFactory = valueFactory;
_trackAllValues = trackAllValues;
// Assign the ID and mark the instance as initialized. To avoid leaking IDs, we assign the ID and set _initialized
// in a finally block, to avoid a thread abort in between the two statements.
try { }
finally
{
_idComplement = ~s_idManager.GetId();
// As the last step, mark the instance as fully initialized. (Otherwise, if _initialized=false, we know that an exception
// occurred in the constructor.)
_initialized = true;
}
}
初始化方法,所有构造通过此方法初始化。
查看IdManager的GetId方法:
internal int GetId()
{
List<bool> freeIds = this.m_freeIds;
lock (freeIds)
{
int nextIdToTry = this.m_nextIdToTry;
while (nextIdToTry < this.m_freeIds.Count)
{
if (this.m_freeIds[nextIdToTry])
{
break;
}
nextIdToTry++;
}
if (nextIdToTry == this.m_freeIds.Count)
{
this.m_freeIds.Add(false);
}
else
{
this.m_freeIds[nextIdToTry] = false;
}
this.m_nextIdToTry = nextIdToTry + 1;
return nextIdToTry;
}
}
具体就不说明了,类似于数据库中的自增标识
注:由于ThreadLocal为泛型类,仅当构造同类型的ThreadLocal才会触发自增
这里我们也可以知道为何需要一个LinkedSlotVolatile数组
当线程中存在多个ThreadLocal即存在多个泛型类型相同的ThreadLocal,就需要使用数组进行存储,而_idComplement就是充当一个数组下标的功能
public T Value
{
get
{
LinkedSlotVolatile[]? slotArray = ts_slotArray;
LinkedSlot? slot;
int id = ~_idComplement;
//
// Attempt to get the value using the fast path
//
if (slotArray != null // Has the slot array been initialized?
&& id >= 0 // Is the ID non-negative (i.e., instance is not disposed)?
&& id < slotArray.Length // Is the table large enough?
&& (slot = slotArray[id].Value) != null // Has a LinkedSlot object has been allocated for this ID?
&& _initialized // Has the instance *still* not been disposed (important for a race condition with Dispose)?
)
{
// We verified that the instance has not been disposed *after* we got a reference to the slot.
// This guarantees that we have a reference to the right slot.
//
// Volatile read of the LinkedSlotVolatile.Value property ensures that the m_initialized read
// will not be reordered before the read of slotArray[id].
return slot._value;
}
return GetValueSlow();
}
set
{
LinkedSlotVolatile[]? slotArray = ts_slotArray;
LinkedSlot? slot;
int id = ~_idComplement;
// Attempt to set the value using the fast path
if (slotArray != null // Has the slot array been initialized?
&& id >= 0 // Is the ID non-negative (i.e., instance is not disposed)?
&& id < slotArray.Length // Is the table large enough?
&& (slot = slotArray[id].Value) != null // Has a LinkedSlot object has been allocated for this ID?
&& _initialized // Has the instance *still* not been disposed (important for a race condition with Dispose)?
)
{
// We verified that the instance has not been disposed *after* we got a reference to the slot.
// This guarantees that we have a reference to the right slot.
//
// Volatile read of the LinkedSlotVolatile.Value property ensures that the m_initialized read
// will not be reordered before the read of slotArray[id].
slot._value = value;
}
else
{
SetValueSlow(value, slotArray);
}
}
}
如果slotArray中有值就操作slotArray ,否则就
写-更新slotArray
读-从_valueFactory 取值
到这里就差不多了,over~