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c# - Pipelines, multiplexing, and unbounded buffering

(NOTE: I'm using .Net 4, not .Net 4.5, so I cannot use the TPL's DataflowBlock classes.)

TL;DR Version

Ultimately, I'm just looking for a way to process sequential work items using multiple threads in a way that preserves their order in the final output, without requiring an unbounded output buffer.

Motivation

I have existing code to provide a multithreaded mechanism for processing multiple blocks of data where one I/O-bound thread (the "supplier") is reponsible for enqueuing blocks of data for processing. These blocks of data comprise the work items.

One or more threads (the "processors") are responsible for dequeuing one work item at a time, which they process and then write the processed data to an output queue before dequeuing their next work item.

A final I/O-bound thread (the "consumer") is responsible for dequeuing completed work items from the output queue and writing them to the final destination. These work items are (and must be) written in the same order that they were enqueued. I implemented this using a concurrent priority queue, where the priority of each item is defined by its source index.

I'm using this scheme to do some custom compression on a large data stream, where the compression itself is relatively slow but the reading of the uncompressed data and the writing of the compressed data is relatively fast (although I/O-bound).

I process the data in fairly large chunks of the order of 64K, so the overhead of the pipeline is relatively small.

My current solution is working well but it involves a lot of custom code written 6 years ago using many synchronisation events, and the design seems somewhat clunky; therefore I have embarked on academic excercise to see if it can be rewritten using more modern .Net libraries.

The new design

My new design uses the BlockingCollection<> class, and is based somewhat on this Microsoft article.

In particular, look at the section entitled Load Balancing Using Multiple Producers. I have tried using that approach, and therefore I have several processing tasks each of which takes work items from a shared input BlockingCollection and writes its completed items to its own BlockingCollection output queue.

Because each processing task has its own output queue, I'm trying to use BlockingCollection.TakeFromAny() to dequeue the first available completed work item.

The Multiplexer problem

So far so good, but now here comes the problem. The Microsoft article states:

The gaps are a problem. The next stage of the pipeline, the Display Image stage, needs to show images in order and without gaps in the sequence. This is where the multiplexer comes in. Using the TakeFromAny method, the multiplexer waits for input from both of the filter stage producer queues. When an image arrives, the multiplexer looks to see if the image's sequence number is the next in the expected sequence. If it is, the multiplexer passes it to the Display Image stage. If the image is not the next in the sequence, the multiplexer holds the value in an internal look-ahead buffer and repeats the take operation for the input queue that does not have a look-ahead value. This algorithm allows the multiplexer to put together the inputs from the incoming producer queues in a way that ensures sequential order without sorting the values.

Ok, so what happens is that the processing tasks can produce finished items in pretty much any order. The multiplexer is responsible for outputting these items in the correct order.

However...

Imagine that we have 1000 items to process. Further imagine that for some weird reason, the very first item takes longer to process that all the other items combined.

Using my current scheme, the multiplexer will keep reading and buffering items from all the processing output queues until it finds the next one that it's supposed to output. Since the item that its waiting for is (according to my "imagine if" above) only going to appear after ALL the other work items have been processed, I will effectively be buffering all the work items in the entire input!

The amount of data is way too large to allow this to happen. I need to be able to stop the processing tasks from outputting completed work items when the output queue has reached a certain maximum size (i.e. it's a bounded output queue) UNLESS the work item happens to be the one the multiplexer is waiting for.

And that's where I'm getting a bit stuck. I can think of many ways to actually implement this, but they all seem to be over-complex to the extent that they are no better than the code I'm thinking to replace!

What's my question?

My question is: Am I going about this the right way?

I would have thought this would be a well-understood problem, but my research has only turned up articles that seem to ignore the unbounded buffering problem that occurs if a work item takes a very long time compared to all the other work items.

Can anyone point me at any articles that describe a reasonable way to achieve this?

TL;DR Version

Ultimately, I'm just looking for a way to process sequential work items using multiple threads in a way that preserves their order in the final output, without requiring an unbounded output buffer.

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Create a pool of items at startup, 1000, say. Store them on a BlockingCollection - a 'pool queue'.

The supplier gets items from the pool queue, loads them from the file, loads in the sequence-number/whatever and submits them to the processors threadpool.

The processors do their stuff and sends the output to the multiplexer. The multiplexer does it job of storing any out-of-order items until earlier items have been processed.

When an item has been completely consumed by whatever the multiplexer outputs to, they are returned to the pool queue for re-use by the supplier.

If one 'slow item' does require enormous amounts of processing, the out-of-order collection in the multiplexer will grow as the 'quick items' slip through on the other pool threads, but because the multiplexer is not actually feeding its items to its output, the pool queue is not being replenished.

When the pool empties, the supplier will block on it and will be unable to supply any more items.

The 'quick items' remaining on the processing pool input will get processed and then processing will stop except for the 'slow item'. The supplier is blocked, the multiplexer has [poolSize-1] items in its collection. No extra memory is being used, no CPU is being wasted, the only thing happening is the processing of the 'slow item'.

When the 'slow item' is finally done, it gets output to the multiplexer.

The multiplexer can now output all [poolSize] items in the required sequential order. As these items are consumed, the pool gets filled up again and the supplier, now able to get items from the pool, runs on, again reading its file an queueing up items to the processor pool.

Auto-regulating, no bounded buffers required, no memory runaway.

Edit: I meant 'no bounded buffers required' :)

Also, no GC holdups - since the items are re-used, they don't need GC'ing.


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