event/FullyBufferedSocket: try to write without extra roundtrip
Postpone the write using IdleMonitor instead of scheduling a write event. This reduces the number of system calls, because we don't need to register and unregister the write event in epoll.
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5b213b0504
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422b8472fe
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@ -42,7 +42,8 @@ FullyBufferedSocket::DirectWrite(const void *data, size_t length)
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if (IsSocketErrorAgain(code))
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return 0;
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Cancel();
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IdleMonitor::Cancel();
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BufferedSocket::Cancel();
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if (IsSocketErrorClosed(code))
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OnSocketClosed();
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@ -61,6 +62,7 @@ FullyBufferedSocket::Flush()
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size_t length;
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const void *data = output.Read(&length);
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if (data == nullptr) {
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IdleMonitor::Cancel();
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CancelWrite();
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return true;
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}
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@ -71,8 +73,10 @@ FullyBufferedSocket::Flush()
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output.Consume(nbytes);
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if (output.IsEmpty())
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if (output.IsEmpty()) {
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IdleMonitor::Cancel();
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CancelWrite();
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}
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return true;
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}
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@ -82,6 +86,9 @@ FullyBufferedSocket::Write(const void *data, size_t length)
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{
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assert(IsDefined());
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if (length == 0)
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return true;
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#if 0
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/* TODO: disabled because this would add overhead on some callers (the ones that often), but it may be useful */
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@ -98,6 +105,8 @@ FullyBufferedSocket::Write(const void *data, size_t length)
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}
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#endif
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const bool was_empty = output.IsEmpty();
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if (!output.Append(data, length)) {
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// TODO
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static constexpr Domain buffered_socket_domain("buffered_socket");
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@ -107,30 +116,31 @@ FullyBufferedSocket::Write(const void *data, size_t length)
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return false;
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}
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ScheduleWrite();
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if (was_empty)
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IdleMonitor::Schedule();
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return true;
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}
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bool
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FullyBufferedSocket::OnSocketReady(unsigned flags)
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{
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const bool was_empty = output.IsEmpty();
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if (!BufferedSocket::OnSocketReady(flags))
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return false;
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if (was_empty && !output.IsEmpty())
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/* just in case the OnSocketInput() method has added
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data to the output buffer: try to send it now
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instead of waiting for the next event loop
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iteration */
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flags |= WRITE;
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if (flags & WRITE) {
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assert(!output.IsEmpty());
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assert(!IdleMonitor::IsActive());
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if (!Flush())
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return false;
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}
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if (!BufferedSocket::OnSocketReady(flags))
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return false;
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return true;
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}
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void
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FullyBufferedSocket::OnIdle()
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{
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if (Flush() && !output.IsEmpty())
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ScheduleWrite();
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}
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@ -22,24 +22,29 @@
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#include "check.h"
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#include "BufferedSocket.hxx"
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#include "IdleMonitor.hxx"
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#include "util/PeakBuffer.hxx"
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#include "Compiler.h"
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/**
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* A #BufferedSocket specialization that adds an output buffer.
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*/
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class FullyBufferedSocket : protected BufferedSocket {
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class FullyBufferedSocket : protected BufferedSocket, private IdleMonitor {
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PeakBuffer output;
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public:
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FullyBufferedSocket(int _fd, EventLoop &_loop,
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size_t normal_size, size_t peak_size=0)
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:BufferedSocket(_fd, _loop),
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:BufferedSocket(_fd, _loop), IdleMonitor(_loop),
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output(normal_size, peak_size) {
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}
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using BufferedSocket::IsDefined;
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using BufferedSocket::Close;
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void Close() {
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IdleMonitor::Cancel();
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BufferedSocket::Close();
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}
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private:
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ssize_t DirectWrite(const void *data, size_t length);
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@ -58,6 +63,7 @@ protected:
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bool Write(const void *data, size_t length);
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virtual bool OnSocketReady(unsigned flags) override;
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virtual void OnIdle() override;
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};
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#endif
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