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c++ - Multiple mutex locking strategies and why libraries don't use address comparison

There is a widely known way of locking multiple locks, which relies on choosing fixed linear ordering and aquiring locks according to this ordering.

That was proposed, for example, in the answer for "Acquire a lock on two mutexes and avoid deadlock". Especially, the solution based on address comparison seems to be quite elegant and obvious.

When I tried to check how it is actually implemented, I've found, to my surprise, that this solution in not widely used.

To quote the Kernel Docs - Unreliable Guide To Locking:

Textbooks will tell you that if you always lock in the same order, you will never get this kind of deadlock. Practice will tell you that this approach doesn't scale: when I create a new lock, I don't understand enough of the kernel to figure out where in the 5000 lock hierarchy it will fit.

PThreads doesn't seem to have such a mechanism built in at all.

Boost.Thread came up with completely different solution, lock() for multiple (2 to 5) mutexes is based on trying and locking as many mutexes as it is possible at the moment.

This is the fragment of the Boost.Thread source code (Boost 1.48.0, boost/thread/locks.hpp:1291):

template<typename MutexType1,typename MutexType2,typename MutexType3>
void lock(MutexType1& m1,MutexType2& m2,MutexType3& m3)
{    
    unsigned const lock_count=3;
    unsigned lock_first=0;
    for(;;)
    {    
        switch(lock_first)
        {    
        case 0:
            lock_first=detail::lock_helper(m1,m2,m3);
            if(!lock_first)
                return;
            break;
        case 1:
            lock_first=detail::lock_helper(m2,m3,m1);
            if(!lock_first)
                return;
            lock_first=(lock_first+1)%lock_count;
            break;
        case 2:
            lock_first=detail::lock_helper(m3,m1,m2);
            if(!lock_first)
                return;
            lock_first=(lock_first+2)%lock_count;
            break;
        }    
    }    
}    

where lock_helper returns 0 on success and number of mutexes that weren't successfully locked otherwise.

Why is this solution better, than comparing addresses or any other kind of ids? I don't see any problems with pointer comparison, which can be avoided using this kind of "blind" locking.

Are there any other ideas on how to solve this problem on a library level?

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From the bounty text:

I'm not even sure if I can prove correctness of the presented Boost solution, which seems more tricky than the one with linear order.

The Boost solution cannot deadlock because it never waits while already holding a lock. All locks but the first are acquired with try_lock. If any try_lock call fails to acquire its lock, all previously acquired locks are freed. Also, in the Boost implementation the new attempt will start from the lock failed to acquire the previous time, and will first wait till it is available; it's a smart design decision.

As a general rule, it's always better to avoid blocking calls while holding a lock. Therefore, the solution with try-lock, if possible, is preferred (in my opinion). As a particular consequence, in case of lock ordering, the system at whole might get stuck. Imagine the very last lock (e.g. the one with the biggest address) was acquired by a thread which was then blocked. Now imagine some other thread needs the last lock and another lock, and due to ordering it will first get the other one and will wait on the last lock. Same can happen with all other locks, and the whole system makes no progress until the last lock is released. Of course it's an extreme and rather unlikely case, but it illustrates the inherent problem with lock ordering: the higher a lock number the more indirect impact the lock has when acquired.

The shortcoming of the try-lock-based solution is that it can cause livelock, and in extreme cases the whole system might also get stuck for at least some time. Therefore it is important to have some back-off schema that make pauses between locking attempts longer with time, and perhaps randomized.


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