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      概述 .NET 6 ThreadPool 實現(xiàn)

      前言

      自 .NET 6 起,runtime 中默認的線程池實現(xiàn)從 C++ 代碼改為了 C#,更方便我們學習線程池的設計了。
      https://github.com/dotnet/runtime/tree/release/6.0/src/libraries/System.Threading.ThreadPool

      新的線程池實現(xiàn)位于 PortableThreadPool 中,原 ThreadPool 中的對外公開的接口會直接調(diào)用 PortableThreadPool 中的實現(xiàn)。

      通過設置環(huán)境變量 ThreadPool_UsePortableThreadPool 為 0 可以設置成使用老的線程池實現(xiàn)。
      https://github.com/dotnet/runtime/pull/43841/commits/b0d47b84a6845a70f011d1b0d3ce5adde9a4d7b7

      本文以 .NET 6 runtime 源碼作為學習材料,對線程池的設計進行介紹。從目前的理解上來看,其整體的設計與原來 C++ 的實現(xiàn)并沒有特別大的出入。

      注意:

      • 本文不涉及細節(jié)的代碼實現(xiàn),主要為大家介紹其整體設計。所展示的代碼并非原封不動的源碼,而是為了方便理解的簡化版。
      • ThreadPool.SetMaxThreads(int workerThreads, int completionPortThreads) 中的 completionPortThreads 所相關的 IOCP線程池 是 .NET Framework 時代的遺留產(chǎn)物,用于管理 Windows 平臺專有的 IOCP 的回調(diào)線程池。目前沒看到有什么地方在用它了,completionPortThreads 這個參數(shù)也已經(jīng)沒有意義,底層IO庫是自己維護的IO等待線程池。本文只涉及 worker thread 池的介紹。
      • 本文理解并不完整也不一定完全正確,有異議的地方歡迎留言討論。
      • 為了解釋問題,一部分代碼會運行在 .NET 6 之前的環(huán)境中。

      任務的調(diào)度

      線程池的待執(zhí)行任務被存放在一個隊列系統(tǒng)中。這個系統(tǒng)包括一個 全局隊列,以及綁定在每一個 Worker Thread 上 的 本地隊列 。而線程池中的每一個線程都在執(zhí)行 while(true) 的循環(huán),從這個隊列系統(tǒng)中領取并執(zhí)行任務。

      全局隊列和本地隊列

      工作線程的Loop

      ThreadPool.QueueUserWorkItem 的重載方法 ThreadPool.QueueUserWorkItem<TState>(Action<TState> callBack, TState state, bool preferLocal) 里有一個 preferLocal 參數(shù)。

      • 調(diào)用不帶 preferLocal 參數(shù)的 ThreadPool.QueueUserWorkItem 方法重載,任務會被放到全局隊列。

      • preferLocal 為 true 的時候,如果調(diào)用 ThreadPool.QueueUserWorkItem 代碼的線程正好是個線程池里的某個線程,則該任務就會進入該線程的本地隊列中。除此之外的情況則會被放到全局隊列中等待未來被某個 Worker Thread 撿走。

      • 在線程池外的線程中調(diào)用,不管 preferLocal 傳的是什么,任務都會被放到全局隊列。

      全局隊列和本地隊列

      基本調(diào)度單元

      本地隊列和全局隊列的元素類型被定義為 object,實際的任務類型分為兩類,在從隊列系統(tǒng)取到任務之后會判斷類型并執(zhí)行對應的方法。

      IThreadPoolWorkItem 實現(xiàn)類的實例。

      /// <summary>Represents a work item that can be executed by the ThreadPool.</summary>
      public interface IThreadPoolWorkItem
      {
          void Execute();
      }
      

      執(zhí)行 Execute 方法也就代表著任務的執(zhí)行。

      IThreadPoolWorkItem 的具體實現(xiàn)有很多,例如通過 ThreadPool.QueueUserWorkItem(WaitCallback callBack) 傳入的 callBack 委托實例會被包裝到一個 QueueUserWorkItemCallback 實例里。QueueUserWorkItemCallbackIThreadPoolWorkItem 的實現(xiàn)類。

      Task

      class Task
      {
          internal void InnerInvoke();
      }
      

      執(zhí)行 InnerInvoke 會執(zhí)行 Task 所包含的委托。

      全局隊列

      全局隊列 是由 ThreadPoolWorkQueue 維護的,同時它也是整個隊列系統(tǒng)的入口,直接被 ThreadPool 所引用。

      public static class ThreadPool
      {
          internal static readonly ThreadPoolWorkQueue s_workQueue = new ThreadPoolWorkQueue();
      
          public static bool QueueUserWorkItem(WaitCallback callBack, object state)
          {
              object tpcallBack = new QueueUserWorkItemCallback(callBack!, state);
      
              s_workQueue.Enqueue(tpcallBack, forceGlobal: true);
      
              return true;
          }
      }
      
      internal sealed class ThreadPoolWorkQueue
      {
          // 全局隊列
          internal readonly ConcurrentQueue<object> workItems = new ConcurrentQueue<object>();
      
          // forceGlobal 為 true 時,push 到全局隊列,否則就放到本地隊列
          public void Enqueue(object callback, bool forceGlobal);
      }
      

      本地隊列

      線程池中的每一個線程都會綁定一個 ThreadPoolWorkQueueThreadLocals 實例,在 workStealingQueue 這個字段上保存著本地隊列。

      internal sealed class ThreadPoolWorkQueueThreadLocals
      {
          // 綁定在線程池線程上
          [ThreadStatic]
          public static ThreadPoolWorkQueueThreadLocals threadLocals;
      
          // 持有全局隊列的引用,以便能在需要的時候?qū)⑷蝿辙D(zhuǎn)移到全局隊列上
          public readonly ThreadPoolWorkQueue workQueue;
          // 本地隊列的直接維護者
          public readonly ThreadPoolWorkQueue.WorkStealingQueue workStealingQueue;
          public readonly Thread currentThread;
      
          public ThreadPoolWorkQueueThreadLocals(ThreadPoolWorkQueue tpq)
          {
              workQueue = tpq;
              workStealingQueue = new ThreadPoolWorkQueue.WorkStealingQueue();
              // WorkStealingQueueList 會集中管理 workStealingQueue
              ThreadPoolWorkQueue.WorkStealingQueueList.Add(workStealingQueue);
              currentThread = Thread.CurrentThread;
          }
      
          // 提供將本地隊列中的任務轉(zhuǎn)移到全局隊列中去的功能,
          // 當 ThreadPool 通過后文將會介紹的 HillClimbing 算法判斷得出當前線程是多余的線程后,
          // 會調(diào)用此方法對任務進行轉(zhuǎn)移
          public void TransferLocalWork()
          {
              while (workStealingQueue.LocalPop() is object cb)
              {
                  workQueue.Enqueue(cb, forceGlobal: true);
              }
          }
      
          ~ThreadPoolWorkQueueThreadLocals()
          {
              if (null != workStealingQueue)
              {
                  // TransferLocalWork 真正的目的并非是為了在這里被調(diào)用,這邊只是確保任務不會丟的 fallback 邏輯
                  TransferLocalWork();
                  ThreadPoolWorkQueue.WorkStealingQueueList.Remove(workStealingQueue);
              }
          }
      }
      

      偷竊機制

      這里思考一個問題,為什么本地隊列的名字會被叫做 WorkStealingQueue 呢?

      所有 Worker ThreadWorkStealingQueue 都被集中在 WorkStealingQueueList 中。對線程池中其他所有線程可見。

      Worker Threadwhile(true) 中優(yōu)先會從自身的 WorkStealingQueue 中取任務。如果本地隊列已經(jīng)被清空,就會從全局隊列中取任務。例如下圖的 Thread1 取全局隊列中領取了一個任務。

      同時 Thread3 也沒活干了,但是全局隊列中的任務被 Thread1 搶走了。這時候就會去 從 Thread2 的本地隊列中搶 Thread2 的活。
      偷竊機制

      Worker Thread 的生命周期管理

      上文介紹了線程池調(diào)度任務的機制,交給線程池的任務會被放到全局隊列或者本地隊列中,最終由線程池中的 Worker Thread 去執(zhí)行任務。接下來就和大家介紹一下線程池是如何去管理這些 Worker Thread 的生命周期的。

      為了更方便的解釋線程管理的機制,這邊使用下面使用一些代碼做演示。
      代碼參考自 https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/#threading。

      線程注入實驗

      Task.Run 會將 Task 調(diào)度到線程池中執(zhí)行,下面的示例代碼中等效于 ThreadPool.QueueUserWorkItem(WaitCallback callBack),會把 Task 放到隊列系統(tǒng)的全局隊列中(順便一提,如果在一個線程池線程中執(zhí)行 Task.Run 會將 Task 調(diào)度到此線程池線程的本地隊列中)。

      .NET 5 實驗一 默認線程池配置

      static void Main(string[] args)
      {
          var sw = Stopwatch.StartNew();
          var tcs = new TaskCompletionSource();
          var tasks = new List<Task>();
          for (int i = 1; i <= Environment.ProcessorCount * 2; i++)
          {
              int id = i;
              Console.WriteLine($"Loop Id: {id:00}    | {sw.Elapsed.TotalSeconds:0.000} | Busy Threads: {GetBusyThreads()}");
              tasks.Add(Task.Run(() =>
              {
                  Console.WriteLine($"Task Id: {id:00}    | {sw.Elapsed.TotalSeconds:0.000} | Busy Threads: {GetBusyThreads()}");
                  tcs.Task.Wait();
              }));
          }
      
          tasks.Add(Task.Run(() =>
          {
              Console.WriteLine($"Task SetResult | {sw.Elapsed.TotalSeconds:0.000} | Busy Threads: {GetBusyThreads()}");
              tcs.SetResult();
          }));
          Task.WaitAll(tasks.ToArray());
          Console.WriteLine($"Done:          | {sw.Elapsed.TotalSeconds:0.000}");
      }
      
      static int GetBusyThreads()
      {
          ThreadPool.GetAvailableThreads(out var available, out _);
          ThreadPool.GetMaxThreads(out var max, out _);
          return max - available;
      }
      

      首先在代碼在 .NET 5 環(huán)境中運行以下代碼,CPU 邏輯核心數(shù) 12。

      Loop Id: 01    | 0.000 | Busy Threads: 0
      Loop Id: 02    | 0.112 | Busy Threads: 1
      Loop Id: 03    | 0.112 | Busy Threads: 2
      Loop Id: 04    | 0.113 | Busy Threads: 4
      Loop Id: 05    | 0.113 | Busy Threads: 7
      Loop Id: 06    | 0.113 | Busy Threads: 10
      Loop Id: 07    | 0.113 | Busy Threads: 10
      Task Id: 01    | 0.113 | Busy Threads: 11
      Task Id: 02    | 0.113 | Busy Threads: 12
      Task Id: 03    | 0.113 | Busy Threads: 12
      Task Id: 07    | 0.113 | Busy Threads: 12
      Task Id: 04    | 0.113 | Busy Threads: 12
      Task Id: 05    | 0.113 | Busy Threads: 12
      Loop Id: 08    | 0.113 | Busy Threads: 10
      Task Id: 08    | 0.113 | Busy Threads: 12
      Loop Id: 09    | 0.113 | Busy Threads: 11
      Loop Id: 10    | 0.113 | Busy Threads: 12
      Loop Id: 11    | 0.114 | Busy Threads: 12
      Loop Id: 12    | 0.114 | Busy Threads: 12
      Loop Id: 13    | 0.114 | Busy Threads: 12
      Loop Id: 14    | 0.114 | Busy Threads: 12
      Loop Id: 15    | 0.114 | Busy Threads: 12
      Loop Id: 16    | 0.114 | Busy Threads: 12
      Loop Id: 17    | 0.114 | Busy Threads: 12
      Loop Id: 18    | 0.114 | Busy Threads: 12
      Loop Id: 19    | 0.114 | Busy Threads: 12
      Loop Id: 20    | 0.114 | Busy Threads: 12
      Loop Id: 21    | 0.114 | Busy Threads: 12
      Loop Id: 22    | 0.114 | Busy Threads: 12
      Loop Id: 23    | 0.114 | Busy Threads: 12
      Loop Id: 24    | 0.114 | Busy Threads: 12
      Task Id: 09    | 0.114 | Busy Threads: 12
      Task Id: 06    | 0.114 | Busy Threads: 12
      Task Id: 10    | 0.114 | Busy Threads: 12
      Task Id: 11    | 0.114 | Busy Threads: 12
      Task Id: 12    | 0.114 | Busy Threads: 12
      Task Id: 13    | 1.091 | Busy Threads: 13
      Task Id: 14    | 1.594 | Busy Threads: 14
      Task Id: 15    | 2.099 | Busy Threads: 15
      Task Id: 16    | 3.102 | Busy Threads: 16
      Task Id: 17    | 3.603 | Busy Threads: 17
      Task Id: 18    | 4.107 | Busy Threads: 18
      Task Id: 19    | 4.611 | Busy Threads: 19
      Task Id: 20    | 5.113 | Busy Threads: 20
      Task Id: 21    | 5.617 | Busy Threads: 21
      Task Id: 22    | 6.122 | Busy Threads: 22
      Task Id: 23    | 7.128 | Busy Threads: 23
      Task Id: 24    | 7.632 | Busy Threads: 24
      Task SetResult | 8.135 | Busy Threads: 25
      Done:          | 8.136
      

      Task.Run 會把 Task 調(diào)度到線程池上執(zhí)行,前 24 個 task 都會被阻塞住,直到第 25 個被執(zhí)行。每次都會打印出當前線程池中正在執(zhí)行任務的線程數(shù)(也就是創(chuàng)建完成的線程數(shù))。

      可以觀察到以下結果:

      • 前幾次循環(huán),線程隨著 Task 數(shù)量遞增,后面幾次循環(huán)直到循環(huán)結束為止,線程數(shù)一直維持在 12 沒有發(fā)生變化。
      • 線程數(shù)在達到 12 之前,零間隔時間增加。第 12 到 第 13 線程間隔 1s 不到,往后約 500ms 增加一個線程。

      .NET 5 實驗二 調(diào)整 ThreadPool 設置

      在上面的代碼最前面加入以下兩行代碼,繼續(xù)在 .NET 5 環(huán)境運行一次。

      ThreadPool.GetMinThreads(out int defaultMinThreads, out int completionPortThreads);
      Console.WriteLine($"DefaultMinThreads: {defaultMinThreads}");
      ThreadPool.SetMinThreads(14, completionPortThreads);
      

      運行結果如下

      DefaultMinThreads: 12
      Loop Id: 01    | 0.000 | Busy Threads: 0
      Loop Id: 02    | 0.003 | Busy Threads: 1
      Loop Id: 03    | 0.003 | Busy Threads: 2
      Loop Id: 04    | 0.003 | Busy Threads: 5
      Loop Id: 05    | 0.004 | Busy Threads: 8
      Task Id: 01    | 0.004 | Busy Threads: 10
      Task Id: 03    | 0.004 | Busy Threads: 10
      Loop Id: 06    | 0.004 | Busy Threads: 10
      Task Id: 02    | 0.004 | Busy Threads: 10
      Task Id: 04    | 0.004 | Busy Threads: 10
      Task Id: 05    | 0.004 | Busy Threads: 12
      Loop Id: 07    | 0.004 | Busy Threads: 9
      Loop Id: 08    | 0.004 | Busy Threads: 10
      Loop Id: 09    | 0.004 | Busy Threads: 11
      Loop Id: 10    | 0.004 | Busy Threads: 12
      Task Id: 08    | 0.004 | Busy Threads: 14
      Task Id: 06    | 0.004 | Busy Threads: 14
      Task Id: 09    | 0.004 | Busy Threads: 14
      Task Id: 10    | 0.004 | Busy Threads: 14
      Loop Id: 11    | 0.004 | Busy Threads: 14
      Loop Id: 12    | 0.004 | Busy Threads: 14
      Loop Id: 13    | 0.004 | Busy Threads: 14
      Loop Id: 14    | 0.004 | Busy Threads: 14
      Loop Id: 15    | 0.004 | Busy Threads: 14
      Loop Id: 16    | 0.004 | Busy Threads: 14
      Loop Id: 17    | 0.004 | Busy Threads: 14
      Loop Id: 18    | 0.004 | Busy Threads: 14
      Loop Id: 19    | 0.004 | Busy Threads: 14
      Loop Id: 20    | 0.004 | Busy Threads: 14
      Loop Id: 21    | 0.004 | Busy Threads: 14
      Loop Id: 22    | 0.004 | Busy Threads: 14
      Task Id: 11    | 0.004 | Busy Threads: 14
      Loop Id: 23    | 0.004 | Busy Threads: 14
      Loop Id: 24    | 0.005 | Busy Threads: 14
      Task Id: 07    | 0.005 | Busy Threads: 14
      Task Id: 12    | 0.005 | Busy Threads: 14
      Task Id: 13    | 0.005 | Busy Threads: 14
      Task Id: 14    | 0.005 | Busy Threads: 14
      Task Id: 15    | 0.982 | Busy Threads: 15
      Task Id: 16    | 1.486 | Busy Threads: 16
      Task Id: 17    | 1.991 | Busy Threads: 17
      Task Id: 18    | 2.997 | Busy Threads: 18
      Task Id: 19    | 3.501 | Busy Threads: 19
      Task Id: 20    | 4.004 | Busy Threads: 20
      Task Id: 21    | 4.509 | Busy Threads: 21
      Task Id: 22    | 5.014 | Busy Threads: 22
      Task Id: 23    | 5.517 | Busy Threads: 23
      Task Id: 24    | 6.021 | Busy Threads: 24
      Task SetResult | 6.522 | Busy Threads: 25
      Done:          | 6.523
      

      在調(diào)整完線程池的最小線程數(shù)量之后,線程注入速度發(fā)生轉(zhuǎn)折的時間點從第 12(默認min threads) 個線程換到了第 14(修改后的min threads)個線程。

      整體時間也從 8s 縮到 6s。

      .NET 5 實驗三 tcs.Task.Wait() 改為 Thread.Sleep

      static void Main(string[] args)
      {
          var sw = Stopwatch.StartNew();
          var tasks = new List<Task>();
          for (int i = 1; i <= Environment.ProcessorCount * 2; i++)
          {
              int id = i;
              Console.WriteLine(
                  $"Loop Id: {id:00}    | {sw.Elapsed.TotalSeconds:0.000} | Busy Threads: {GetBusyThreads()}");
              tasks.Add(Task.Run(() =>
              {
                  Console.WriteLine(
                      $"Task Id: {id:00}    | {sw.Elapsed.TotalSeconds:0.000} | Busy Threads: {GetBusyThreads()}");
                  Thread.Sleep(Environment.ProcessorCount * 1000);
              }));
          }
      
          Task.WhenAll(tasks.ToArray()).ContinueWith(_ =>
          {
              Console.WriteLine($"Done:          | {sw.Elapsed.TotalSeconds:0.000}");
          });
          Console.ReadLine();
      }
      
      Loop Id: 01    | 0.000 | Busy Threads: 0
      Loop Id: 02    | 0.027 | Busy Threads: 1
      Loop Id: 03    | 0.027 | Busy Threads: 2
      Loop Id: 04    | 0.027 | Busy Threads: 3
      Loop Id: 05    | 0.028 | Busy Threads: 4
      Loop Id: 06    | 0.028 | Busy Threads: 10
      Loop Id: 07    | 0.028 | Busy Threads: 9
      Loop Id: 08    | 0.028 | Busy Threads: 9
      Loop Id: 09    | 0.028 | Busy Threads: 10
      Loop Id: 10    | 0.028 | Busy Threads: 12
      Loop Id: 11    | 0.028 | Busy Threads: 12
      Loop Id: 12    | 0.028 | Busy Threads: 12
      Loop Id: 13    | 0.028 | Busy Threads: 12
      Loop Id: 14    | 0.028 | Busy Threads: 12
      Loop Id: 15    | 0.028 | Busy Threads: 12
      Loop Id: 16    | 0.028 | Busy Threads: 12
      Loop Id: 17    | 0.028 | Busy Threads: 12
      Loop Id: 18    | 0.028 | Busy Threads: 12
      Loop Id: 19    | 0.028 | Busy Threads: 12
      Loop Id: 20    | 0.028 | Busy Threads: 12
      Loop Id: 21    | 0.028 | Busy Threads: 12
      Loop Id: 22    | 0.028 | Busy Threads: 12
      Loop Id: 23    | 0.028 | Busy Threads: 12
      Loop Id: 24    | 0.028 | Busy Threads: 12
      Task Id: 01    | 0.029 | Busy Threads: 12
      Task Id: 05    | 0.029 | Busy Threads: 12
      Task Id: 03    | 0.029 | Busy Threads: 12
      Task Id: 08    | 0.029 | Busy Threads: 12
      Task Id: 09    | 0.029 | Busy Threads: 12
      Task Id: 10    | 0.029 | Busy Threads: 12
      Task Id: 06    | 0.029 | Busy Threads: 12
      Task Id: 11    | 0.029 | Busy Threads: 12
      Task Id: 12    | 0.029 | Busy Threads: 12
      Task Id: 04    | 0.029 | Busy Threads: 12
      Task Id: 02    | 0.029 | Busy Threads: 12
      Task Id: 07    | 0.029 | Busy Threads: 12
      Task Id: 13    | 1.018 | Busy Threads: 13
      Task Id: 14    | 1.522 | Busy Threads: 14
      Task Id: 15    | 2.025 | Busy Threads: 15
      Task Id: 16    | 2.530 | Busy Threads: 16
      Task Id: 17    | 3.530 | Busy Threads: 17
      Task Id: 18    | 4.035 | Busy Threads: 18
      Task Id: 19    | 4.537 | Busy Threads: 19
      Task Id: 20    | 5.040 | Busy Threads: 20
      Task Id: 21    | 5.545 | Busy Threads: 21
      Task Id: 22    | 6.048 | Busy Threads: 22
      Task Id: 23    | 7.049 | Busy Threads: 23
      Task Id: 24    | 8.056 | Busy Threads: 24
      Done:          | 20.060
      

      達到 min threads (默認12)之后,線程注入速度明顯變慢,最快間隔 500ms。

      .NET 6 實驗一 默認 ThreadPool 設置

      將 .NET 5 實驗一的代碼在 .NET 6 執(zhí)行一次

      Loop Id: 01    | 0.001 | Busy Threads: 0
      Loop Id: 02    | 0.018 | Busy Threads: 1
      Loop Id: 03    | 0.018 | Busy Threads: 3
      Loop Id: 04    | 0.018 | Busy Threads: 6
      Loop Id: 05    | 0.018 | Busy Threads: 4
      Loop Id: 06    | 0.018 | Busy Threads: 5
      Loop Id: 07    | 0.018 | Busy Threads: 6
      Loop Id: 08    | 0.018 | Busy Threads: 8
      Task Id: 01    | 0.018 | Busy Threads: 11
      Task Id: 04    | 0.018 | Busy Threads: 11
      Task Id: 03    | 0.018 | Busy Threads: 11
      Task Id: 02    | 0.018 | Busy Threads: 11
      Task Id: 05    | 0.018 | Busy Threads: 11
      Loop Id: 09    | 0.018 | Busy Threads: 12
      Loop Id: 10    | 0.018 | Busy Threads: 12
      Loop Id: 11    | 0.018 | Busy Threads: 12
      Loop Id: 12    | 0.018 | Busy Threads: 12
      Loop Id: 13    | 0.018 | Busy Threads: 12
      Task Id: 09    | 0.018 | Busy Threads: 12
      Loop Id: 14    | 0.018 | Busy Threads: 12
      Loop Id: 15    | 0.018 | Busy Threads: 12
      Loop Id: 16    | 0.018 | Busy Threads: 12
      Loop Id: 17    | 0.018 | Busy Threads: 12
      Task Id: 06    | 0.018 | Busy Threads: 12
      Loop Id: 18    | 0.018 | Busy Threads: 12
      Loop Id: 19    | 0.018 | Busy Threads: 12
      Loop Id: 20    | 0.018 | Busy Threads: 12
      Loop Id: 21    | 0.018 | Busy Threads: 12
      Loop Id: 22    | 0.018 | Busy Threads: 12
      Loop Id: 23    | 0.018 | Busy Threads: 12
      Loop Id: 24    | 0.018 | Busy Threads: 12
      Task Id: 10    | 0.018 | Busy Threads: 12
      Task Id: 07    | 0.019 | Busy Threads: 12
      Task Id: 11    | 0.019 | Busy Threads: 12
      Task Id: 08    | 0.019 | Busy Threads: 12
      Task Id: 12    | 0.019 | Busy Threads: 12
      Task Id: 13    | 0.020 | Busy Threads: 16
      Task Id: 14    | 0.020 | Busy Threads: 17
      Task Id: 15    | 0.020 | Busy Threads: 18
      Task Id: 16    | 0.020 | Busy Threads: 19
      Task Id: 17    | 0.020 | Busy Threads: 20
      Task Id: 18    | 0.020 | Busy Threads: 21
      Task Id: 19    | 0.020 | Busy Threads: 22
      Task Id: 20    | 0.020 | Busy Threads: 23
      Task Id: 21    | 0.020 | Busy Threads: 24
      Task Id: 23    | 0.020 | Busy Threads: 24
      Task Id: 22    | 0.020 | Busy Threads: 24
      Task Id: 24    | 0.020 | Busy Threads: 24
      Task SetResult | 0.045 | Busy Threads: 25
      Done:          | 0.046
      

      與實驗一相比,雖然線程數(shù)仍然停留在 12 了一段時間,但隨后線程就立即增長了,后文會介紹 .NET 6 在這方面做出的改進。

      .NET 6 實驗二 調(diào)整 ThreadPool 設置

      將 .NET 5 實驗二的代碼在 .NET 6 中執(zhí)行一次

      DefaultMinThreads: 12
      Loop Id: 01    | 0.001 | Busy Threads: 0
      Loop Id: 02    | 0.014 | Busy Threads: 1
      Loop Id: 03    | 0.014 | Busy Threads: 2
      Loop Id: 04    | 0.015 | Busy Threads: 5
      Loop Id: 05    | 0.015 | Busy Threads: 4
      Loop Id: 06    | 0.015 | Busy Threads: 5
      Loop Id: 07    | 0.015 | Busy Threads: 7
      Loop Id: 08    | 0.015 | Busy Threads: 8
      Loop Id: 09    | 0.015 | Busy Threads: 11
      Task Id: 06    | 0.015 | Busy Threads: 9
      Task Id: 01    | 0.015 | Busy Threads: 9
      Task Id: 02    | 0.015 | Busy Threads: 9
      Task Id: 05    | 0.015 | Busy Threads: 9
      Task Id: 03    | 0.015 | Busy Threads: 9
      Task Id: 04    | 0.015 | Busy Threads: 9
      Task Id: 07    | 0.015 | Busy Threads: 9
      Task Id: 08    | 0.016 | Busy Threads: 9
      Task Id: 09    | 0.016 | Busy Threads: 9
      Loop Id: 10    | 0.016 | Busy Threads: 9
      Loop Id: 11    | 0.016 | Busy Threads: 10
      Loop Id: 12    | 0.016 | Busy Threads: 11
      Loop Id: 13    | 0.016 | Busy Threads: 13
      Task Id: 10    | 0.016 | Busy Threads: 14
      Loop Id: 14    | 0.016 | Busy Threads: 14
      Loop Id: 15    | 0.016 | Busy Threads: 14
      Loop Id: 16    | 0.016 | Busy Threads: 14
      Task Id: 11    | 0.016 | Busy Threads: 14
      Loop Id: 17    | 0.016 | Busy Threads: 14
      Loop Id: 18    | 0.016 | Busy Threads: 14
      Loop Id: 19    | 0.016 | Busy Threads: 14
      Loop Id: 20    | 0.016 | Busy Threads: 14
      Loop Id: 21    | 0.016 | Busy Threads: 14
      Loop Id: 22    | 0.016 | Busy Threads: 14
      Loop Id: 23    | 0.016 | Busy Threads: 14
      Loop Id: 24    | 0.016 | Busy Threads: 14
      Task Id: 12    | 0.016 | Busy Threads: 14
      Task Id: 13    | 0.016 | Busy Threads: 14
      Task Id: 14    | 0.016 | Busy Threads: 14
      Task Id: 15    | 0.017 | Busy Threads: 18
      Task Id: 16    | 0.017 | Busy Threads: 19
      Task Id: 17    | 0.017 | Busy Threads: 20
      Task Id: 18    | 0.017 | Busy Threads: 21
      Task Id: 19    | 0.017 | Busy Threads: 22
      Task Id: 20    | 0.018 | Busy Threads: 23
      Task Id: 21    | 0.018 | Busy Threads: 24
      Task Id: 22    | 0.018 | Busy Threads: 25
      Task Id: 23    | 0.018 | Busy Threads: 26
      Task Id: 24    | 0.018 | Busy Threads: 26
      Task SetResult | 0.018 | Busy Threads: 25
      Done:          | 0.019
      

      前半部分有部分日志亂序,可以看到,與實驗三一樣,維持在最大線程數(shù)一小段時間之后,立即就開始了線程增長。

      .NET 6 實驗三 tcs.Task.Wait() 改為 Thread.Sleep

      將 .NET 5 實驗三的代碼在 .NET 6 中執(zhí)行一次

      Loop Id: 01    | 0.003 | Busy Threads: 0
      Loop Id: 02    | 0.024 | Busy Threads: 1
      Loop Id: 03    | 0.025 | Busy Threads: 2
      Loop Id: 04    | 0.025 | Busy Threads: 3
      Loop Id: 05    | 0.025 | Busy Threads: 7
      Loop Id: 06    | 0.025 | Busy Threads: 5
      Loop Id: 07    | 0.025 | Busy Threads: 6
      Loop Id: 08    | 0.025 | Busy Threads: 7
      Loop Id: 09    | 0.025 | Busy Threads: 9
      Loop Id: 10    | 0.025 | Busy Threads: 10
      Loop Id: 11    | 0.026 | Busy Threads: 10
      Loop Id: 12    | 0.026 | Busy Threads: 11
      Loop Id: 13    | 0.026 | Busy Threads: 12
      Loop Id: 14    | 0.026 | Busy Threads: 12
      Loop Id: 15    | 0.026 | Busy Threads: 12
      Loop Id: 16    | 0.026 | Busy Threads: 12
      Loop Id: 17    | 0.026 | Busy Threads: 12
      Loop Id: 18    | 0.026 | Busy Threads: 12
      Loop Id: 19    | 0.026 | Busy Threads: 12
      Loop Id: 20    | 0.026 | Busy Threads: 12
      Loop Id: 21    | 0.026 | Busy Threads: 12
      Loop Id: 22    | 0.026 | Busy Threads: 12
      Loop Id: 23    | 0.026 | Busy Threads: 12
      Loop Id: 24    | 0.026 | Busy Threads: 12
      Task Id: 01    | 0.026 | Busy Threads: 12
      Task Id: 02    | 0.026 | Busy Threads: 12
      Task Id: 05    | 0.026 | Busy Threads: 12
      Task Id: 04    | 0.026 | Busy Threads: 12
      Task Id: 06    | 0.026 | Busy Threads: 12
      Task Id: 08    | 0.026 | Busy Threads: 12
      Task Id: 09    | 0.026 | Busy Threads: 12
      Task Id: 03    | 0.026 | Busy Threads: 12
      Task Id: 11    | 0.026 | Busy Threads: 12
      Task Id: 10    | 0.026 | Busy Threads: 12
      Task Id: 07    | 0.026 | Busy Threads: 12
      Task Id: 12    | 0.026 | Busy Threads: 12
      Task Id: 13    | 1.026 | Busy Threads: 13
      Task Id: 14    | 2.027 | Busy Threads: 14
      Task Id: 15    | 3.028 | Busy Threads: 15
      Task Id: 16    | 4.030 | Busy Threads: 16
      Task Id: 17    | 5.031 | Busy Threads: 17
      Task Id: 18    | 6.032 | Busy Threads: 18
      Task Id: 19    | 6.533 | Busy Threads: 19
      Task Id: 20    | 7.035 | Busy Threads: 20
      Task Id: 21    | 8.036 | Busy Threads: 21
      Task Id: 22    | 8.537 | Busy Threads: 22
      Task Id: 23    | 9.538 | Busy Threads: 23
      Task Id: 24    | 10.039 | Busy Threads: 24
      Done:          | 22.041
      

      結果與 .NET 5 的實驗三相差不大。

      線程注入

      對照上述的幾組實驗結果,接下來以 .NET 6 中 C# 實現(xiàn)的 ThreadPool 作為資料來理解一下線程注入的幾個階段(按個人理解進行的劃分,僅供參考)。

      1. 第一個線程的出現(xiàn)

      隨著任務被調(diào)度到隊列上,第一個線程被創(chuàng)建出來。

      下面是線程池在執(zhí)行第一個任務的時候的代碼摘要,涉及到計數(shù)的并執(zhí)行相關處理的地方,代碼都使用了 while(xxx) + Interlocked 的方式來進行并發(fā)控制,可以理解成樂觀鎖。這一階段,實際上我們只需要關注到 ThreadPoolWorkQueue.EnsureThreadRequested 方法就行了。

      可利用 Rider 的反編譯 Debug 功能幫助我們學習。
      下面是第一個 Task.Run 的代碼執(zhí)行路徑

      注意:執(zhí)行環(huán)節(jié)是 Main Thread

      public static class ThreadPool
      {
          internal static readonly ThreadPoolWorkQueue s_workQueue = new ThreadPoolWorkQueue();
      
          public static bool QueueUserWorkItem(WaitCallback callBack, object state)
          {
              object tpcallBack = new QueueUserWorkItemCallback(callBack!, state);
      
              s_workQueue.Enqueue(tpcallBack, forceGlobal: true);
      
              return true;
          }
      }
      
      internal sealed class ThreadPoolWorkQueue
      {
          [StructLayout(LayoutKind.Sequential)]
          private struct CacheLineSeparated
          {
              private readonly Internal.PaddingFor32 pad1;
      
              public volatile int numOutstandingThreadRequests;
      
              private readonly Internal.PaddingFor32 pad2;
          }
      
          private CacheLineSeparated _separated;
      
          public void Enqueue(object callback, bool forceGlobal)
          {
              // 線程池中執(zhí)行的任務有兩種:IThreadPoolWorkItem、Task
              Debug.Assert((callback is IThreadPoolWorkItem) ^ (callback is Task));
      
              if (loggingEnabled && FrameworkEventSource.Log.IsEnabled())
                  FrameworkEventSource.Log.ThreadPoolEnqueueWorkObject(callback);
      
              ThreadPoolWorkQueueThreadLocals? tl = null;
              if (!forceGlobal)
                  // 獲取本地隊列,如果執(zhí)行改代碼的線程不是線程池線程,
                  // 那這邊是獲取不到的,就算 forceGlobal 是 false,
                  // 也會把任務放到全局隊列
                  tl = ThreadPoolWorkQueueThreadLocals.threadLocals;
      
              if (null != tl)
              {
                  // 放到本地隊列
                  tl.workStealingQueue.LocalPush(callback);
              }
              else
              {
                  // 當?shù)廊株犃?            workItems.Enqueue(callback);
              }
      
              EnsureThreadRequested();
          }
      
          internal void EnsureThreadRequested()
          {
              //
              // If we have not yet requested #procs threads, then request a new thread.
              //
              // CoreCLR: Note that there is a separate count in the VM which has already been incremented
              // by the VM by the time we reach this point.
              //
              int count = _separated.numOutstandingThreadRequests;
              while (count < Environment.ProcessorCount)
              {
                  int prev = Interlocked.CompareExchange(ref _separated.numOutstandingThreadRequests, count + 1, count);
                  if (prev == count)
                  {
                      ThreadPool.RequestWorkerThread();
                      break;
                  }
                  count = prev;
              }
          }
      
          public static class ThreadPool
          {
      
              /// <summary>
              /// This method is called to request a new thread pool worker to handle pending work.
              /// </summary>
              internal static void RequestWorkerThread() => PortableThreadPool.ThreadPoolInstance.RequestWorker();
          }
      
          internal sealed class PortableThreadPool
          {
              public static readonly PortableThreadPool ThreadPoolInstance = new PortableThreadPool();
      
              internal void RequestWorker()
              {
                  // The order of operations here is important. MaybeAddWorkingWorker() and EnsureRunning() use speculative checks to
                  // do their work and the memory barrier from the interlocked operation is necessary in this case for correctness.
                  Interlocked.Increment(ref _separated.numRequestedWorkers);
                  WorkerThread.MaybeAddWorkingWorker(this);
                  // 初始化 GateThread
                  GateThread.EnsureRunning(this);
              }
      
              /// <summary>
              /// The worker thread infastructure for the CLR thread pool.
              /// </summary>
              private static class WorkerThread
              {
                  internal static void MaybeAddWorkingWorker(PortableThreadPool threadPoolInstance)
                  {
                      ThreadCounts counts = threadPoolInstance._separated.counts;
                      short numExistingThreads, numProcessingWork, newNumExistingThreads, newNumProcessingWork;
                      // 這個 while (true) 是確保計算出正確的待創(chuàng)建線程數(shù)
                      while (true)
                      {
                          numProcessingWork = counts.NumProcessingWork;
                          if (numProcessingWork >= counts.NumThreadsGoal)
                          {
                              return;
                          }
      
                          newNumProcessingWork = (short)(numProcessingWork + 1);
                          numExistingThreads = counts.NumExistingThreads;
                          newNumExistingThreads = Math.Max(numExistingThreads, newNumProcessingWork);
      
                          ThreadCounts newCounts = counts;
                          newCounts.NumProcessingWork = newNumProcessingWork;
                          newCounts.NumExistingThreads = newNumExistingThreads;
      
                          ThreadCounts oldCounts = threadPoolInstance._separated.counts.InterlockedCompareExchange(newCounts, counts);
      
                          if (oldCounts == counts)
                          {
                              break;
                          }
      
                          counts = oldCounts;
                      }
      
                      int toCreate = newNumExistingThreads - numExistingThreads;
                      int toRelease = newNumProcessingWork - numProcessingWork;
      
                      if (toRelease > 0)
                      {
                          s_semaphore.Release(toRelease);
                      }
      
                      while (toCreate > 0)
                      {
                          if (TryCreateWorkerThread())
                          {
                              toCreate--;
                              continue;
                          }
      
                          counts = threadPoolInstance._separated.counts;
                          while (true)
                          {
                              ThreadCounts newCounts = counts;
                              newCounts.SubtractNumProcessingWork((short)toCreate);
                              newCounts.SubtractNumExistingThreads((short)toCreate);
      
                              ThreadCounts oldCounts = threadPoolInstance._separated.counts.InterlockedCompareExchange(newCounts, counts);
                              if (oldCounts == counts)
                              {
                                  break;
                              }
                              counts = oldCounts;
                          }
                          break;
                      }
                  }
      
                  private static bool TryCreateWorkerThread()
                  {
                      try
                      {
                          // Thread pool threads must start in the default execution context without transferring the context, so
                          // using UnsafeStart() instead of Start()
                          Thread workerThread = new Thread(s_workerThreadStart);
                          workerThread.IsThreadPoolThread = true;
                          workerThread.IsBackground = true;
                          // thread name will be set in thread proc
                          workerThread.UnsafeStart();
                      }
                      catch (ThreadStartException)
                      {
                          return false;
                      }
                      catch (OutOfMemoryException)
                      {
                          return false;
                      }
      
                      return true;
                  }
              }
          }
      
      }
      

      2. 達到 線程數(shù)量目標(NumThreadsGoal) 之前的線程數(shù)增長

      細心的朋友會發(fā)現(xiàn)上面代碼里 EnsureThreadRequested 方法有一個終止條件,_separated.numOutstandingThreadRequests == Environment.ProcessorCount,每次新增一個 ThreadRequested,這個數(shù)就會 +1,似乎允許創(chuàng)建的最大 Worker Thread 是 Environment.ProcessorCount?

      其實 ThreadPoolWorkQueue 維護的 NumOutstandingThreadRequests 這個值會在線程池線程真正跑起來之后,會在 ThreadPoolWorkQueue.Dispatch方法中 -1。也就是說,只要有一個線程真正運行起來了,就能創(chuàng)建第 Environment.ProcessorCount + 1 個Thread。當然,在向 ThreadPoolWorkQueue 加入第13個任務的時候,第13個 Worker Thread 就算不允許創(chuàng)建也沒關系,因為任務已經(jīng)入隊了,會被運行起來的 Worker Thread 取走。

      PortableThreadPool里維護了一個計數(shù)器 PortableThreadPool.ThreadPoolInstance._separated.counts,記錄了 Worker Thread 相關的三個數(shù)值:

      • NumProcessingWork:當前正在執(zhí)行任務的 Worker Thread。
      • NumExistingThreads:當前線程池中實際有的 Worker Thread。
      • NumThreadsGoal:當前允許創(chuàng)建的最大 Worker Thread,初始值為 min threads,最大值受限于 max threads

      min threads 初始值:運行環(huán)境 CPU 核心數(shù),可通過 ThreadPool.SetMinThreads 進行設置,參數(shù)有效范圍是 [1, max threads]。
      max threads 初始值:32位平臺 1023,64位平臺 short.MaxValue,可通過 ThreadPool.SetMaxThreads 進行設置。

      核心的變量就是這個 NumThreadsGoal 了,它會在下面幾種情況中被更新,后文會補充說明:

      • 更新 ThreadPool 的 min threads 或 max threads 時可能會更新 NumThreadsGoal。
      • 避免饑餓機制(Starvation Avoidance)里的 GateThread 會更新 NumThreadsGoal。
      • 有 Worker Thread 被同步代碼阻塞時 NumThreadsGoal 可能會被更新以避免 Worker Thread 不夠用,這是.NET6開始新增的邏輯。
      • 爬山算法根據(jù) ThreadPool 吞吐量態(tài)更新 NumThreadsGoal。
          internal class PortableThreadPool
          {
      
              public static readonly PortableThreadPool ThreadPoolInstance = new PortableThreadPool();
      
              private CacheLineSeparated _separated;
      
              private struct CacheLineSeparated
              {
                  public ThreadCounts counts;
              }
      
              /// <summary>
              /// Tracks information on the number of threads we want/have in different states in our thread pool.
              /// </summary>
              private struct ThreadCounts
              {
                  /// <summary>
                  /// Number of threads processing work items.
                  /// </summary>
                  public short NumProcessingWork { get; set; }
      
                  /// <summary>
                  /// Number of thread pool threads that currently exist.
                  /// </summary>
                  public short NumExistingThreads { get; set; }
      
                  // <summary>
                  /// Max possible thread pool threads we want to have.
                  /// </summary>
                  public short NumThreadsGoal { get; set; }
              }
          }
      

      3. 避免饑餓機制(Starvation Avoidance)

      上面講到,隨著任務進入隊列系統(tǒng),Worker Thread 將隨之增長,直到達到 NumThreadsGoal。

      NumThreadsGoal 是12,前 12 個線程都被堵住了,加入到隊列系統(tǒng)的第 13 個任務沒辦法被這前 12 個線程領走執(zhí)行。

      在這種情況下,線程池的 Starvation Avoidance 機制就起到作用了。

      在上述所說的第一個階段,除了線程池中的第一個線程會被創(chuàng)建之外,GateThread 也會隨之被初始化。在第一階段的代碼摘錄中,可以看到 GateThread 的初始化。

      internal sealed class PortableThreadPool
      {
          public static readonly PortableThreadPool ThreadPoolInstance = new PortableThreadPool();
      
          internal void RequestWorker()
          {
              Interlocked.Increment(ref _separated.numRequestedWorkers);
              WorkerThread.MaybeAddWorkingWorker(this);
              // 初始化 GateThread
              GateThread.EnsureRunning(this);
          }
      }
      

      GateThread 是一個獨立的線程,每隔 500ms 進行檢查一下,如果 NumProcessingWork >= NumThreadsGoal(WorkerThread.MaybeAddWorkingWorker 不添加 Worker Thread 的判斷條件),就設置新的 NumThreadsGoal = NumProcessingWork + 1,并調(diào)用 WorkerThread.MaybeAddWorkingWorker,這樣新的 Worker Thread 就可以被 WorkerThread.MaybeAddWorkingWorker 創(chuàng)建。

      這就解釋了,為什么 .NET 5 實驗一、二在線程數(shù)達到min threads(NumThreadsGoal 的默認值)之后,后面 Worker Thread 的增長是每 500ms 一個。

      由于在第三階段中,線程的增長會比較緩慢,有經(jīng)驗的開發(fā)會在應用啟動的時候設置一個較大的 min threads,使其較晚或不進入第三階段。

      線程注入在 .NET 6 中的改進

      .NET 6 與 .NET 5 的實驗二相比,達到 min threads 之后,線程的增長速度有明顯的差異,而兩者的實驗三卻相差不大。

      .NET 6 對于 Task.Wait 導致線程池線程阻塞的場景進行了優(yōu)化,但如果并非此原因?qū)е碌木€程數(shù)不夠用,依舊是 Starvation Avoidance 的策略。

      新的 ThreadPool 提供了一個 ThreadPool.NotifyThreadBlocked 的內(nèi)部接口,里面會調(diào)用 GateThread.Wake 去喚醒 GateThread 本來 500ms 執(zhí)行一次的邏輯,這 500ms 的間隔時間是通過 AutoResetEvent 實現(xiàn)的,所以 GateThread.Wake 也很簡單。

      關鍵代碼示意,非真實代碼:

      internal class PortableThreadPool
      {
          public bool NotifyThreadBlocked()
          {
              // ...
              GateThread.Wake(this);
              return true;
          }
      
          private static class GateThread
          {
              private static readonly AutoResetEvent DelayEvent = new AutoResetEvent(initialState: false);
      
              // GateThread 入口方法
              private static void GateThreadStart()
              {
                  while(true)
                  {
                      DelayEvent.WaitOne(500);
                      // ...
                  }
              }
      
              public static void Wake(PortableThreadPool threadPoolInstance)
              {
                  DelayEvent.Set();
                  EnsureRunning(threadPoolInstance);
              }
          }
      

      爬山算法(Hill Climbing)

      除了上述介紹的線程注入機制外,從CLR 4.0開始,線程池內(nèi)實現(xiàn)了一個根據(jù)采集到線程池吞吐率數(shù)據(jù)(每次任務完成時記錄數(shù)據(jù)),推導出該算法認為最優(yōu)的線程池線程數(shù)量。

      算法實現(xiàn)位于 HillClimbing.ThreadPoolHillClimber.Update,有興趣的朋友可以去看一下。

      public (int newThreadCount, int newSampleMs) Update(int currentThreadCount, double sampleDurationSeconds, int numCompletions)
      
      • currentThreadCount:當前線程數(shù)

      • sampleDurationSeconds:采樣間隔

      • numCompletions:這段采樣時間間隔內(nèi)完成的任務數(shù)

      • newThreadCount:新的線程數(shù)

      • newSample:新的采樣間隔時間

      不必要線程的銷毀

      如果線程需要被移除的時候,本地隊列還存在待執(zhí)行任務,則會將這些任務轉(zhuǎn)移到全局隊列中。
      在以下幾個場景中,線程池將會銷毀掉不需要的線程,并不一定全面,只限于筆者當前認知。

      • 在無法從隊列系統(tǒng)領取到任務時。
      • 通過爬山算法認定當前線程屬于多余線程時。

      小結

      Worker Thread 的數(shù)量會隨著進入 ThreadPool 的任務數(shù)量增加,直至 Worker Thread 的數(shù)量達到 NumThreadsGoal。

      NumThreadsGoal 可能會在下述情況中更新:

      • 更新 ThreadPool 的 min threads 或 max threads 時。
      • 避免饑餓機制(Starvation Avoidance)。
      • 有 Worker Thread 被同步代碼阻塞時。
      • 爬山算法的動態(tài)更新。

      Worker Thread 無任務可執(zhí)行及被爬山算法判定為多余時會被銷毀。

      總結

      交給線程池去執(zhí)行的任務會進入線程池的隊列系統(tǒng)最終交給 Worker Thread 去執(zhí)行。

      線程池會根據(jù)線程池中任務的執(zhí)行情況去動態(tài)的調(diào)整 Worker Thread 的創(chuàng)建與銷毀。

      參考資料

      https://www.codeproject.com/Articles/3813/NET-s-ThreadPool-Class-Behind-The-Scenes
      https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/#threading
      https://mattwarren.org/2017/04/13/The-CLR-Thread-Pool-Thread-Injection-Algorithm/
      https://docs.microsoft.com/zh-CN/previous-versions/msp-n-p/ff963549(v=pandp.10)?redirectedfrom=MSDN#thread-injection

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      posted @ 2021-09-21 17:00  黑洞視界  閱讀(18065)  評論(36)    收藏  舉報
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