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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
//#define ASYNC1_TASK
//#define ASYNC1_VALUETASK
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
using Xunit;
public class Async2EHMicrobench
{
public static int Main()
{
Task.Run(AsyncEntry).Wait();
Console.WriteLine("Test Passed");
return 100;
}
[System.Runtime.CompilerServices.RuntimeAsyncMethodGeneration(false)]
public static async Task AsyncEntry()
{
if (!GCSettings.IsServerGC)
Console.WriteLine("*** Warning: Server GC is disabled, set DOTNET_gcServer=1 ***");
string[] args = Environment.GetCommandLineArgs();
int depth = args.Length > 1 ? int.Parse(args[1]) : 2;
Console.WriteLine("Using depth = {0}", depth);
// Yield N times before throwing
int yieldFrequency = args.Length > 2 ? int.Parse(args[2]) : 1;
Console.WriteLine("Yielding {0} times before throwing", yieldFrequency);
// Inject a finally every N frames
int finallyRate = args.Length > 3 ? int.Parse(args[3]) : 1000;
Console.WriteLine("With a try/finally block every {0} frames", finallyRate);
// Throw or return
bool throwOrReturn = args.Length > 4 ? String.Equals(args[4], "throw", StringComparison.OrdinalIgnoreCase) : true;
Console.WriteLine($"Which will {(throwOrReturn ? "throw" : "return")} when finished yielding");
Benchmark warmupBm = new Benchmark(5, 5, 2, throwOrReturn);
warmupBm.Warmup = true;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 40; j++)
{
await warmupBm.Run("Async2");
await warmupBm.Run("Async2WithContextSaveRestore");
await warmupBm.Run("Task");
await warmupBm.Run("ValueTask");
}
// Make sure we tier up...
await Task.Delay(500);
}
Console.WriteLine("Warmup done, running benchmark");
await RunBench(yieldFrequency, depth, finallyRate, throwOrReturn, "Async2");
await RunBench(yieldFrequency, depth, finallyRate, throwOrReturn, "Async2WithContextSaveRestore");
await RunBench(yieldFrequency, depth, finallyRate, throwOrReturn, "Task");
await RunBench(yieldFrequency, depth, finallyRate, throwOrReturn, "ValueTask");
}
[System.Runtime.CompilerServices.RuntimeAsyncMethodGeneration(false)]
private static async Task RunBench(int yieldCount, int depth, int finallyRate, bool throwOrReturn, string type)
{
Benchmark bm = new(yieldCount, depth, finallyRate, throwOrReturn);
Console.WriteLine($"Running benchmark on '{type}' methods");
List<long> results = new();
for (int i = 0; i < 16; i++)
{
long numIters = await bm.Run(type);
// Console.WriteLine($"iters={numIters}");
results.Add(numIters);
}
results.Sort();
double avg = results.Skip(3).Take(10).Average();
Console.WriteLine("Result = {0}", (long)avg);
}
private class Benchmark
{
private readonly int _yieldCount;
private readonly int _depth;
private readonly int _finallyRate;
private readonly bool _throwOrReturn;
public int Sink;
public bool Warmup;
public Benchmark(int yieldCount, int depth, int finallyRate, bool throwOrReturn)
{
_yieldCount = yieldCount;
_depth = depth;
_finallyRate = finallyRate;
_throwOrReturn = throwOrReturn;
}
public async Task<long> Run(string type)
{
if (type == "Async2")
return await RunAsync2(_depth);
if (type == "Async2WithContextSaveRestore")
return await RunAsync2WithContextSaveRestore(_depth);
if (type == "Task")
return await RunTask(_depth);
if (type == "ValueTask")
return await RunValueTask(_depth);
return 0;
}
[System.Runtime.CompilerServices.RuntimeAsyncMethodGeneration(false)]
public async Task<long> RunTask(int depth)
{
int liveState1 = depth * 3 + _yieldCount;
int liveState2 = depth;
double liveState3 = _yieldCount;
if (depth == 0)
{
int currentAwaitCount = 0;
while (currentAwaitCount < _yieldCount)
{
currentAwaitCount++;
await Task.Yield();
}
if (_throwOrReturn)
throw new Exception();
return 8375983;
}
long result = 0;
if (depth == _depth)
{
int time = Warmup ? 5 : 250;
Stopwatch timer = Stopwatch.StartNew();
long numIters = 0;
while (timer.ElapsedMilliseconds < time)
{
try
{
result = await RunTask(depth - 1);
}
catch (Exception e)
{
}
numIters++;
}
return numIters;
}
else if ((depth % _finallyRate) == 0)
{
try
{
result = await RunTask(depth - 1);
}
finally
{
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
}
}
else
{
result = await RunTask(depth - 1);
}
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
return result;
}
[System.Runtime.CompilerServices.RuntimeAsyncMethodGeneration(false)]
public async ValueTask<long> RunValueTask(int depth)
{
int liveState1 = depth * 3 + _yieldCount;
int liveState2 = depth;
double liveState3 = _yieldCount;
if (depth == 0)
{
int currentAwaitCount = 0;
while (currentAwaitCount < _yieldCount)
{
currentAwaitCount++;
await Task.Yield();
}
if (_throwOrReturn)
throw new Exception();
return 8375983;
}
long result = 0;
if (depth == _depth)
{
int time = Warmup ? 5 : 250;
Stopwatch timer = Stopwatch.StartNew();
long numIters = 0;
while (timer.ElapsedMilliseconds < time)
{
try
{
result = await RunValueTask(depth - 1);
}
catch (Exception e)
{
}
numIters++;
}
return numIters;
}
else if ((depth % _finallyRate) == 0)
{
try
{
result = await RunValueTask(depth - 1);
}
finally
{
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
}
}
else
{
result = await RunValueTask(depth - 1);
}
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
return result;
}
public class FakeSyncContext {}
public class FakeExecContext
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void RestoreChangedContextToThread(FakeThread thread, FakeExecContext execContext, FakeExecContext newExecContext)
{
}
}
public class FakeThread
{
public FakeSyncContext _syncContext;
public FakeExecContext _execContext;
}
[ThreadStatic]
public static FakeThread CurrentThread;
// This case is used to test the impact of save/restore of the sync and execution context on performance
// The intent here is to measure what the performance impact of maintaining the current async semantics with
// the new implementation.
public async Task<long> RunAsync2WithContextSaveRestore(int depth)
{
FakeThread thread = CurrentThread;
if (thread == null)
{
CurrentThread = new FakeThread();
thread = CurrentThread;
}
FakeExecContext? previousExecutionCtx = thread._execContext;
FakeSyncContext? previousSyncCtx = thread._syncContext;
try
{
int liveState1 = depth * 3 + _yieldCount;
int liveState2 = depth;
double liveState3 = _yieldCount;
if (depth == 0)
{
int currentAwaitCount = 0;
while (currentAwaitCount < _yieldCount)
{
currentAwaitCount++;
await Task.Yield();
}
if (_throwOrReturn)
throw new Exception();
return 8375983;
}
long result = 0;
if (depth == _depth)
{
int time = Warmup ? 5 : 250;
Stopwatch timer = Stopwatch.StartNew();
long numIters = 0;
while (timer.ElapsedMilliseconds < time)
{
try
{
result = await RunAsync2WithContextSaveRestore(depth - 1);
}
catch (Exception e)
{
}
numIters++;
}
return numIters;
}
else if ((depth % _finallyRate) == 0)
{
try
{
result = await RunAsync2WithContextSaveRestore(depth - 1);
}
finally
{
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
}
}
else
{
result = await RunAsync2WithContextSaveRestore(depth - 1);
}
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
return result;
}
finally
{
// The common case is that these have not changed, so avoid the cost of a write barrier if not needed.
if (previousSyncCtx != thread._syncContext)
{
// Restore changed SynchronizationContext back to previous
thread._syncContext = previousSyncCtx;
}
FakeExecContext? currentExecutionCtx = thread._execContext;
if (previousExecutionCtx != currentExecutionCtx)
{
FakeExecContext.RestoreChangedContextToThread(thread, previousExecutionCtx, currentExecutionCtx);
}
}
}
public async Task<long> RunAsync2(int depth)
{
int liveState1 = depth * 3 + _yieldCount;
int liveState2 = depth;
double liveState3 = _yieldCount;
if (depth == 0)
{
int currentAwaitCount = 0;
while (currentAwaitCount < _yieldCount)
{
currentAwaitCount++;
await Task.Yield();
}
if (_throwOrReturn)
throw new Exception();
return 8375983;
}
long result = 0;
if (depth == _depth)
{
int time = Warmup ? 5 : 250;
Stopwatch timer = Stopwatch.StartNew();
long numIters = 0;
while (timer.ElapsedMilliseconds < time)
{
try
{
result = await RunAsync2(depth - 1);
}
catch (Exception e)
{
}
numIters++;
}
return numIters;
}
else if ((depth % _finallyRate) == 0)
{
try
{
result = await RunAsync2(depth - 1);
}
finally
{
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
}
}
else
{
result = await RunAsync2(depth - 1);
}
Sink = (int)liveState1 + (int)liveState2 + (int)(1 / liveState3) + depth;
return result;
}
}
}