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ByteBuf释放

ByteBuf释放

作者: Pillar_Zhong | 来源:发表于2019-08-01 19:06 被阅读0次
protected final void deallocate() {
    if (handle >= 0) {
        final long handle = this.handle;
        this.handle = -1;
        memory = null;
        // 内存释放
        chunk.arena.free(chunk, handle, maxLength, cache);
        recycle();
    }
}

PoolArena

void free(PoolChunk<T> chunk, long handle, int normCapacity, PoolThreadCache cache) {
    // 如果是非池化的chunk
    if (chunk.unpooled) {
        int size = chunk.chunkSize();
        destroyChunk(chunk);
        activeBytesHuge.add(-size);
        deallocationsHuge.increment();
    } else {
        SizeClass sizeClass = sizeClass(normCapacity);
        // 如果这个chunk能添加到本地cache中,再好不过
        if (cache != null && cache.add(this, chunk, handle, normCapacity, sizeClass)) {
            // cached so not free it.
            return;
        }

        freeChunk(chunk, handle, sizeClass);
    }
}

void freeChunk(PoolChunk<T> chunk, long handle, SizeClass sizeClass) {
    final boolean destroyChunk;
    synchronized (this) {
        switch (sizeClass) {
        case Normal:
            ++deallocationsNormal;
            break;
        case Small:
            ++deallocationsSmall;
            break;
        case Tiny:
            ++deallocationsTiny;
            break;
        default:
            throw new Error();
        }
        // 找到该chunk所属的PoolChunkList,做free动作
        destroyChunk = !chunk.parent.free(chunk, handle);
    }
    if (destroyChunk) {
        // destroyChunk not need to be called while holding the synchronized lock.
        destroyChunk(chunk);
    }
}

PoolThreadCache

boolean add(PoolArena<?> area, PoolChunk chunk, long handle, int normCapacity, SizeClass sizeClass) {
    //去cache里面找满足条件的MemoryRegionCache
    MemoryRegionCache<?> cache = cache(area, normCapacity, sizeClass);
    if (cache == null) {
        return false;
    }
    // 将这段内存空间添加到该cache的队列中
    return cache.add(chunk, handle);
}

public final boolean add(PoolChunk<T> chunk, long handle) {
    // 将这段空间包装成Entry
    Entry<T> entry = newEntry(chunk, handle);
    // 压入队列中
    boolean queued = queue.offer(entry);
    if (!queued) {
        // If it was not possible to cache the chunk, immediately recycle the entry
        // 如果添加队列失败,立即recycle,也就是对象池回收掉
        entry.recycle();
    }

    return queued;
}

PoolChunkList

boolean free(PoolChunk<T> chunk, long handle) {、
    // 先调用PoolChunk的free动作
    chunk.free(handle);
    // 如果这个chunk的使用率不达标,那么需要降级
    if (chunk.usage() < minUsage) {
        // 从当前的仓位移除
        remove(chunk);        
        // 移动一个仓位存放
        return move0(chunk);
    }
    return true;
}

PoolChunk

void free(long handle) {
    // 拿到handle包含的memoryMapIdx,也就是满二叉树的节点id
    int memoryMapIdx = memoryMapIdx(handle);
    // 拿到handle包含的subpage的index
    int bitmapIdx = bitmapIdx(handle);
    
    // 如果不等于0,说明空间已经细分到了subpage
    if (bitmapIdx != 0) { // free a subpage
        // 拿到对应的PoolSubpage,用来替Page管理subPage的对象
        PoolSubpage<T> subpage = subpages[subpageIdx(memoryMapIdx)];
        assert subpage != null && subpage.doNotDestroy;

        // 拿到elemsize的head,来同步对subpage进行free
        PoolSubpage<T> head = arena.findSubpagePoolHead(subpage.elemSize);
        synchronized (head) {
            if (subpage.free(head, bitmapIdx & 0x3FFFFFFF)) {
                return;
            }
        }
    }
    // 将释放的空间大小体现在freeBytes中,供需要的人知晓
    freeBytes += runLength(memoryMapIdx);
    // 将id节点的value重置成原生的depth,make space reuse
    setValue(memoryMapIdx, depth(memoryMapIdx));
    // 更新从id开始到root沿途的value
    updateParentsFree(memoryMapIdx);
}

updateParentsFree

private void updateParentsFree(int id) {    
    int logChild = depth(id) + 1;
    while (id > 1) {
        int parentId = id >>> 1;
        byte val1 = value(id);
        byte val2 = value(id ^ 1);
        logChild -= 1; 
        
        // 如果左右子节点都等于logChild,那么父节点一定是logChild-1
        if (val1 == logChild && val2 == logChild) {
            setValue(parentId, (byte) (logChild - 1));
        } else {
        // 如果左右节点不相等,那么父节点取最小的那个
            byte val = val1 < val2 ? val1 : val2;
            setValue(parentId, val);
        }

        id = parentId;
    }
}

PoolSubpage

boolean free(PoolSubpage<T> head, int bitmapIdx) {
    if (elemSize == 0) {
        return true;
    }
    // 将bitmap里面之前占用的bit位清0,表示逻辑上释放空间
    int q = bitmapIdx >>> 6;
    int r = bitmapIdx & 63;
    assert (bitmap[q] >>> r & 1) != 0;
    bitmap[q] ^= 1L << r;
    
    // 将该位置设置下个可用的位置
    setNextAvail(bitmapIdx);
    
    // 如果之前还没有位置, 经过上面的处理, 想必已经腾出了位置
    // 那么加入到head后面, 等待对外提供subpage
    if (numAvail ++ == 0) {
        addToPool(head);
        return true;
    }

    if (numAvail != maxNumElems) {
        return true;
    } else {
        // 如果整个page都被释放
        if (prev == next) {
            return true;
        }

        doNotDestroy = false;
        removeFromPool();
        return false;
    }
}

removeFromPool

// 整个实现就是自旋,将head解绑。
// 我们知道head好比是arena初始的一个index,用这个head能定位所有相同elemsize的内存空间
// 那么这个PoolSubpage最终会被GC掉
private void removeFromPool() {
    assert prev != null && next != null;
    prev.next = next;
    next.prev = prev;
    next = null;
    prev = null;
}

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