Introduce separate mutex for PoseGraph3D work queue access (#1284)
Introduce separate mutex for PoseGraph3D work queue access. This reduces lock contention, see issue #1250. In particular higher frequency call to AddWorkItem don't need to take the main mutex from the froground thread anymore.master
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31d0a6acc7
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482f912d95
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@ -51,7 +51,7 @@ PoseGraph3D::PoseGraph3D(
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PoseGraph3D::~PoseGraph3D() {
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WaitForAllComputations();
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common::MutexLocker locker(&mutex_);
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common::MutexLocker locker(&work_queue_mutex_);
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CHECK(work_queue_ == nullptr);
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}
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@ -153,7 +153,7 @@ NodeId PoseGraph3D::AddNode(
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void PoseGraph3D::AddWorkItem(
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const std::function<WorkItem::Result()>& work_item) {
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{
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common::MutexLocker locker(&mutex_);
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common::MutexLocker locker(&work_queue_mutex_);
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if (work_queue_ != nullptr) {
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const auto now = std::chrono::steady_clock::now();
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work_queue_->push_back({now, work_item});
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@ -164,7 +164,7 @@ void PoseGraph3D::AddWorkItem(
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}
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if (work_item() == WorkItem::Result::kRunOptimization) {
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{
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common::MutexLocker locker(&mutex_);
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common::MutexLocker locker(&work_queue_mutex_);
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work_queue_ = common::make_unique<WorkQueue>();
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}
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constraint_builder_.WhenDone(
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@ -489,7 +489,7 @@ void PoseGraph3D::HandleWorkQueue(
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while (process_work_queue) {
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std::function<WorkItem::Result()> work_item;
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{
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common::MutexLocker locker(&mutex_);
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common::MutexLocker locker(&work_queue_mutex_);
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if (work_queue_->empty()) {
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work_queue_.reset();
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return;
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@ -509,40 +509,60 @@ void PoseGraph3D::HandleWorkQueue(
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}
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void PoseGraph3D::WaitForAllComputations() {
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bool notification = false;
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common::MutexLocker locker(&mutex_);
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int num_trajectory_nodes;
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{
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common::MutexLocker locker(&mutex_);
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num_trajectory_nodes = data_.num_trajectory_nodes;
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}
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const int num_finished_nodes_at_start =
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constraint_builder_.GetNumFinishedNodes();
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while (!locker.AwaitWithTimeout(
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[this]() REQUIRES(mutex_) {
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return ((constraint_builder_.GetNumFinishedNodes() ==
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data_.num_trajectory_nodes) &&
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!work_queue_);
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},
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common::FromSeconds(1.))) {
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auto report_progress = [this, num_trajectory_nodes,
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num_finished_nodes_at_start]() {
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// Log progress on nodes only when we are actually processing nodes.
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if (data_.num_trajectory_nodes != num_finished_nodes_at_start) {
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if (num_trajectory_nodes != num_finished_nodes_at_start) {
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std::ostringstream progress_info;
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progress_info << "Optimizing: " << std::fixed << std::setprecision(1)
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<< 100. *
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(constraint_builder_.GetNumFinishedNodes() -
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num_finished_nodes_at_start) /
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(data_.num_trajectory_nodes -
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num_finished_nodes_at_start)
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(num_trajectory_nodes - num_finished_nodes_at_start)
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<< "%...";
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std::cout << "\r\x1b[K" << progress_info.str() << std::flush;
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}
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};
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// First wait for the work queue to drain so that it's safe to schedule
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// a WhenDone() callback.
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{
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common::MutexLocker locker(&work_queue_mutex_);
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while (!locker.AwaitWithTimeout(
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[this]() REQUIRES(work_queue_mutex_) { return work_queue_ == nullptr; },
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common::FromSeconds(1.))) {
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report_progress();
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}
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}
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std::cout << "\r\x1b[KOptimizing: Done. " << std::endl;
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// Now wait for any pending constraint computations to finish.
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common::MutexLocker locker(&mutex_);
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bool notification GUARDED_BY(mutex_) = false;
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constraint_builder_.WhenDone(
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[this,
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¬ification](const constraints::ConstraintBuilder3D::Result& result) {
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common::MutexLocker locker(&mutex_);
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data_.constraints.insert(data_.constraints.end(), result.begin(),
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result.end());
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notification = true;
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});
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locker.Await([¬ification]() { return notification; });
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¬ification](const constraints::ConstraintBuilder3D::Result& result)
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EXCLUDES(mutex_) {
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common::MutexLocker locker(&mutex_);
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data_.constraints.insert(data_.constraints.end(), result.begin(),
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result.end());
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notification = true;
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});
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while (!locker.AwaitWithTimeout([¬ification]()
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REQUIRES(mutex_) { return notification; },
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common::FromSeconds(1.))) {
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report_progress();
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}
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CHECK_EQ(constraint_builder_.GetNumFinishedNodes(), num_trajectory_nodes);
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std::cout << "\r\x1b[KOptimizing: Done. " << std::endl;
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}
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void PoseGraph3D::DeleteTrajectory(const int trajectory_id) {
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@ -162,7 +162,7 @@ class PoseGraph3D : public PoseGraph {
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// Handles a new work item.
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void AddWorkItem(const std::function<WorkItem::Result()>& work_item)
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EXCLUDES(mutex_);
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EXCLUDES(mutex_) EXCLUDES(work_queue_mutex_);
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// Adds connectivity and sampler for a trajectory if it does not exist.
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void AddTrajectoryIfNeeded(int trajectory_id) REQUIRES(mutex_);
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@ -197,7 +197,7 @@ class PoseGraph3D : public PoseGraph {
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// Runs the optimization, executes the trimmers and processes the work queue.
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void HandleWorkQueue(const constraints::ConstraintBuilder3D::Result& result)
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EXCLUDES(mutex_);
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EXCLUDES(mutex_) EXCLUDES(work_queue_mutex_);
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// Runs the optimization. Callers have to make sure, that there is only one
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// optimization being run at a time.
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@ -229,10 +229,11 @@ class PoseGraph3D : public PoseGraph {
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const proto::PoseGraphOptions options_;
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GlobalSlamOptimizationCallback global_slam_optimization_callback_;
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mutable common::Mutex mutex_;
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common::Mutex work_queue_mutex_;
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// If it exists, further work items must be added to this queue, and will be
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// considered later.
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std::unique_ptr<WorkQueue> work_queue_ GUARDED_BY(mutex_);
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std::unique_ptr<WorkQueue> work_queue_ GUARDED_BY(work_queue_mutex_);
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// We globally localize a fraction of the nodes from each trajectory.
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std::unordered_map<int, std::unique_ptr<common::FixedRatioSampler>>
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