Enforcing locking with C++ nonmovable types

栏目: IT技术 · 发布时间: 5年前

内容简介:Let's say you have a struct with some variable protected by a mutex like this:struct UnsafeData {int x;

Let's say you have a struct with some variable protected by a mutex like this:

struct UnsafeData {

int x;

std::mutex ;

};

You should only be able to change x when the mutex is being held. A typical solution is to make x private and then create a method like this:

void UnsafeData::set_x(int newx) {

// WHOOPS, forgot to lock mutex here.

x = newx;

}

It is a common mistake that when code is changed, someone, somewhere forgots to add a lock guard. The problem is even bigger if the variable is a full object or a handle that you would like to "pass out" to the caller so they can use it outside the body of the struct. This caller also needs to release the lock when it's done.

This brings up an interesting question: can we implement a scheme which only permits safe accesses to the variables in a way that the users can not circumvent [0] and which has zero performance penalty compared to writing optimal lock/unlock function calls by hand and which uses only standard C++?

Initial approaches

The first idea would be to do something like:

int& get_x(std::lock_guard &lock);

This does not work because the lifetimes of the lock and the int reference are not enforced to be the same. It is entirely possible to drop the lock but keep the reference and then use x without the lock by accident.

A second approach would be something like:

struct PointerAndLock {

int *x;

std::lock_guard lock;

};

PointerAndLock get_x();

This is better, but does not work. Lock objects are special and they can't be copied or moved so for this to work the lock object must be stored in the heap, meaning a call to new . You could pass that in as an out-param but those are icky. That would also be problematic in that the caller creates the object uninitialised, meaning that x points to garbage values (or nullptr). Murpy's law states that sooner or later one of those gets used incorrectly. We'd want to make these cases impossible by construction.

The implementation

It turns out that this has not been possible to do until C++ added the concept of guaranteed copy elision. It means that it is possible to return objects from functions via neither copy or a move. It's as if they were automatically created in the scope of the calling function. If you are interested in how that works, googling for "return slot" should get you the information you need.  With this the actual implementation is not particularly complex. First we have the data struct:

struct Data {

friend struct Proxy;

Proxy get_x();

private:

int x;

mutable std::mutex m;

};

This struct only holds the data. It does not manipulate it in any way. Every data member is private, so the struct itself and its Proxy friend can poke them directly. All accesses go via the Proxy struct, whose implementation is this:

struct Proxy {

int &x;

explicit Proxy(Data &input) : x(input.x), l(input.m) {}

Proxy(const Proxy &) = delete;

Proxy(Proxy &&) = delete;

Proxy& operator=(const Proxy&) = delete;

Proxy& operator=(Proxy &&) = delete;

private:

std::lock_guard l;

};

This struct is not copyable or movable. Once created the only things you can do with it are to access x and to destroy the entire object. Thanks to guaranteed copy elision, you can return it from a function, which is exactly what we need.

The creating function is simply:

Proxy Data::get_x() {

return Proxy(*this);

}

Using the result feels nice and natural:

void set_x(Data &d) {

// d.x = 3 does not compile

auto p = d.get_x();

p.x = 3;

}

This has all the requirements we need. Callers can only access data entities when they are holding the mutex [1]. They do not and in deed can not release the mutex accidentally because it is marked private. The lifetime of the variable is tied to the life time of the lock, they both vanish at the exact same time. It is not possible to create half initialised or stale  Proxy objects, they are always valid. Even better, the compiler produces assembly that is identical to the manual version, as can be seen via this handy godbolt link .

[0] Unless they manually reinterpret cast objects to char pointers and poke their internals by hand. There is no way to prevent this.

[1] Unless they manually create a pointer to the underlying int and stash it somewhere. There is no way to prevent this.


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