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+/*
+ * Written by Doug Lea, Bill Scherer, and Michael Scott with
+ * assistance from members of JCP JSR-166 Expert Group and released to
+ * the public domain, as explained at
+ * http://creativecommons.org/licenses/publicdomain
+ */
+
+package java.util.concurrent;
+import java.util.concurrent.atomic.*;
+import java.util.concurrent.locks.LockSupport;
+
+/**
+ * A synchronization point at which threads can pair and swap elements
+ * within pairs. Each thread presents some object on entry to the
+ * {@link #exchange exchange} method, matches with a partner thread,
+ * and receives its partner's object on return. An Exchanger may be
+ * viewed as a bidirectional form of a {@link SynchronousQueue}.
+ * Exchangers may be useful in applications such as genetic algorithms
+ * and pipeline designs.
+ *
+ * <p><b>Sample Usage:</b>
+ * Here are the highlights of a class that uses an {@code Exchanger}
+ * to swap buffers between threads so that the thread filling the
+ * buffer gets a freshly emptied one when it needs it, handing off the
+ * filled one to the thread emptying the buffer.
+ * <pre>{@code
+ * class FillAndEmpty {
+ * Exchanger<DataBuffer> exchanger = new Exchanger<DataBuffer>();
+ * DataBuffer initialEmptyBuffer = ... a made-up type
+ * DataBuffer initialFullBuffer = ...
+ *
+ * class FillingLoop implements Runnable {
+ * public void run() {
+ * DataBuffer currentBuffer = initialEmptyBuffer;
+ * try {
+ * while (currentBuffer != null) {
+ * addToBuffer(currentBuffer);
+ * if (currentBuffer.isFull())
+ * currentBuffer = exchanger.exchange(currentBuffer);
+ * }
+ * } catch (InterruptedException ex) { ... handle ... }
+ * }
+ * }
+ *
+ * class EmptyingLoop implements Runnable {
+ * public void run() {
+ * DataBuffer currentBuffer = initialFullBuffer;
+ * try {
+ * while (currentBuffer != null) {
+ * takeFromBuffer(currentBuffer);
+ * if (currentBuffer.isEmpty())
+ * currentBuffer = exchanger.exchange(currentBuffer);
+ * }
+ * } catch (InterruptedException ex) { ... handle ...}
+ * }
+ * }
+ *
+ * void start() {
+ * new Thread(new FillingLoop()).start();
+ * new Thread(new EmptyingLoop()).start();
+ * }
+ * }
+ * }</pre>
+ *
+ * <p>Memory consistency effects: For each pair of threads that
+ * successfully exchange objects via an {@code Exchanger}, actions
+ * prior to the {@code exchange()} in each thread
+ * <a href="package-summary.html#MemoryVisibility"><i>happen-before</i></a>
+ * those subsequent to a return from the corresponding {@code exchange()}
+ * in the other thread.
+ *
+ * @since 1.5
+ * @author Doug Lea and Bill Scherer and Michael Scott
+ * @param <V> The type of objects that may be exchanged
+ */
+public class Exchanger<V> {
+ /*
+ * Algorithm Description:
+ *
+ * The basic idea is to maintain a "slot", which is a reference to
+ * a Node containing both an Item to offer and a "hole" waiting to
+ * get filled in. If an incoming "occupying" thread sees that the
+ * slot is null, it CAS'es (compareAndSets) a Node there and waits
+ * for another to invoke exchange. That second "fulfilling" thread
+ * sees that the slot is non-null, and so CASes it back to null,
+ * also exchanging items by CASing the hole, plus waking up the
+ * occupying thread if it is blocked. In each case CAS'es may
+ * fail because a slot at first appears non-null but is null upon
+ * CAS, or vice-versa. So threads may need to retry these
+ * actions.
+ *
+ * This simple approach works great when there are only a few
+ * threads using an Exchanger, but performance rapidly
+ * deteriorates due to CAS contention on the single slot when
+ * there are lots of threads using an exchanger. So instead we use
+ * an "arena"; basically a kind of hash table with a dynamically
+ * varying number of slots, any one of which can be used by
+ * threads performing an exchange. Incoming threads pick slots
+ * based on a hash of their Thread ids. If an incoming thread
+ * fails to CAS in its chosen slot, it picks an alternative slot
+ * instead. And similarly from there. If a thread successfully
+ * CASes into a slot but no other thread arrives, it tries
+ * another, heading toward the zero slot, which always exists even
+ * if the table shrinks. The particular mechanics controlling this
+ * are as follows:
+ *
+ * Waiting: Slot zero is special in that it is the only slot that
+ * exists when there is no contention. A thread occupying slot
+ * zero will block if no thread fulfills it after a short spin.
+ * In other cases, occupying threads eventually give up and try
+ * another slot. Waiting threads spin for a while (a period that
+ * should be a little less than a typical context-switch time)
+ * before either blocking (if slot zero) or giving up (if other
+ * slots) and restarting. There is no reason for threads to block
+ * unless there are unlikely to be any other threads present.
+ * Occupants are mainly avoiding memory contention so sit there
+ * quietly polling for a shorter period than it would take to
+ * block and then unblock them. Non-slot-zero waits that elapse
+ * because of lack of other threads waste around one extra
+ * context-switch time per try, which is still on average much
+ * faster than alternative approaches.
+ *
+ * Sizing: Usually, using only a few slots suffices to reduce
+ * contention. Especially with small numbers of threads, using
+ * too many slots can lead to just as poor performance as using
+ * too few of them, and there's not much room for error. The
+ * variable "max" maintains the number of slots actually in
+ * use. It is increased when a thread sees too many CAS
+ * failures. (This is analogous to resizing a regular hash table
+ * based on a target load factor, except here, growth steps are
+ * just one-by-one rather than proportional.) Growth requires
+ * contention failures in each of three tried slots. Requiring
+ * multiple failures for expansion copes with the fact that some
+ * failed CASes are not due to contention but instead to simple
+ * races between two threads or thread pre-emptions occurring
+ * between reading and CASing. Also, very transient peak
+ * contention can be much higher than the average sustainable
+ * levels. The max limit is decreased on average 50% of the times
+ * that a non-slot-zero wait elapses without being fulfilled.
+ * Threads experiencing elapsed waits move closer to zero, so
+ * eventually find existing (or future) threads even if the table
+ * has been shrunk due to inactivity. The chosen mechanics and
+ * thresholds for growing and shrinking are intrinsically
+ * entangled with indexing and hashing inside the exchange code,
+ * and can't be nicely abstracted out.
+ *
+ * Hashing: Each thread picks its initial slot to use in accord
+ * with a simple hashcode. The sequence is the same on each
+ * encounter by any given thread, but effectively random across
+ * threads. Using arenas encounters the classic cost vs quality
+ * tradeoffs of all hash tables. Here, we use a one-step FNV-1a
+ * hash code based on the current thread's Thread.getId(), along
+ * with a cheap approximation to a mod operation to select an
+ * index. The downside of optimizing index selection in this way
+ * is that the code is hardwired to use a maximum table size of
+ * 32. But this value more than suffices for known platforms and
+ * applications.
+ *
+ * Probing: On sensed contention of a selected slot, we probe
+ * sequentially through the table, analogously to linear probing
+ * after collision in a hash table. (We move circularly, in
+ * reverse order, to mesh best with table growth and shrinkage
+ * rules.) Except that to minimize the effects of false-alarms
+ * and cache thrashing, we try the first selected slot twice
+ * before moving.
+ *
+ * Padding: Even with contention management, slots are heavily
+ * contended, so use cache-padding to avoid poor memory
+ * performance. Because of this, slots are lazily constructed
+ * only when used, to avoid wasting this space unnecessarily.
+ * While isolation of locations is not much of an issue at first
+ * in an application, as time goes on and garbage-collectors
+ * perform compaction, slots are very likely to be moved adjacent
+ * to each other, which can cause much thrashing of cache lines on
+ * MPs unless padding is employed.
+ *
+ * This is an improvement of the algorithm described in the paper
+ * "A Scalable Elimination-based Exchange Channel" by William
+ * Scherer, Doug Lea, and Michael Scott in Proceedings of SCOOL05
+ * workshop. Available at: http://hdl.handle.net/1802/2104
+ */
+
+ /** The number of CPUs, for sizing and spin control */
+ private static final int NCPU = Runtime.getRuntime().availableProcessors();
+
+ /**
+ * The capacity of the arena. Set to a value that provides more
+ * than enough space to handle contention. On small machines
+ * most slots won't be used, but it is still not wasted because
+ * the extra space provides some machine-level address padding
+ * to minimize interference with heavily CAS'ed Slot locations.
+ * And on very large machines, performance eventually becomes
+ * bounded by memory bandwidth, not numbers of threads/CPUs.
+ * This constant cannot be changed without also modifying
+ * indexing and hashing algorithms.
+ */
+ private static final int CAPACITY = 32;
+
+ /**
+ * The value of "max" that will hold all threads without
+ * contention. When this value is less than CAPACITY, some
+ * otherwise wasted expansion can be avoided.
+ */
+ private static final int FULL =
+ Math.max(0, Math.min(CAPACITY, NCPU / 2) - 1);
+
+ /**
+ * The number of times to spin (doing nothing except polling a
+ * memory location) before blocking or giving up while waiting to
+ * be fulfilled. Should be zero on uniprocessors. On
+ * multiprocessors, this value should be large enough so that two
+ * threads exchanging items as fast as possible block only when
+ * one of them is stalled (due to GC or preemption), but not much
+ * longer, to avoid wasting CPU resources. Seen differently, this
+ * value is a little over half the number of cycles of an average
+ * context switch time on most systems. The value here is
+ * approximately the average of those across a range of tested
+ * systems.
+ */
+ private static final int SPINS = (NCPU == 1) ? 0 : 2000;
+
+ /**
+ * The number of times to spin before blocking in timed waits.
+ * Timed waits spin more slowly because checking the time takes
+ * time. The best value relies mainly on the relative rate of
+ * System.nanoTime vs memory accesses. The value is empirically
+ * derived to work well across a variety of systems.
+ */
+ private static final int TIMED_SPINS = SPINS / 20;
+
+ /**
+ * Sentinel item representing cancellation of a wait due to
+ * interruption, timeout, or elapsed spin-waits. This value is
+ * placed in holes on cancellation, and used as a return value
+ * from waiting methods to indicate failure to set or get hole.
+ */
+ private static final Object CANCEL = new Object();
+
+ /**
+ * Value representing null arguments/returns from public
+ * methods. This disambiguates from internal requirement that
+ * holes start out as null to mean they are not yet set.
+ */
+ private static final Object NULL_ITEM = new Object();
+
+ /**
+ * Nodes hold partially exchanged data. This class
+ * opportunistically subclasses AtomicReference to represent the
+ * hole. So get() returns hole, and compareAndSet CAS'es value
+ * into hole. This class cannot be parameterized as "V" because
+ * of the use of non-V CANCEL sentinels.
+ */
+ private static final class Node extends AtomicReference<Object> {
+ /** The element offered by the Thread creating this node. */
+ public final Object item;
+
+ /** The Thread waiting to be signalled; null until waiting. */
+ public volatile Thread waiter;
+
+ /**
+ * Creates node with given item and empty hole.
+ * @param item the item
+ */
+ public Node(Object item) {
+ this.item = item;
+ }
+ }
+
+ /**
+ * A Slot is an AtomicReference with heuristic padding to lessen
+ * cache effects of this heavily CAS'ed location. While the
+ * padding adds noticeable space, all slots are created only on
+ * demand, and there will be more than one of them only when it
+ * would improve throughput more than enough to outweigh using
+ * extra space.
+ */
+ private static final class Slot extends AtomicReference<Object> {
+ // Improve likelihood of isolation on <= 64 byte cache lines
+ long q0, q1, q2, q3, q4, q5, q6, q7, q8, q9, qa, qb, qc, qd, qe;
+ }
+
+ /**
+ * Slot array. Elements are lazily initialized when needed.
+ * Declared volatile to enable double-checked lazy construction.
+ */
+ private volatile Slot[] arena = new Slot[CAPACITY];
+
+ /**
+ * The maximum slot index being used. The value sometimes
+ * increases when a thread experiences too many CAS contentions,
+ * and sometimes decreases when a spin-wait elapses. Changes
+ * are performed only via compareAndSet, to avoid stale values
+ * when a thread happens to stall right before setting.
+ */
+ private final AtomicInteger max = new AtomicInteger();
+
+ /**
+ * Main exchange function, handling the different policy variants.
+ * Uses Object, not "V" as argument and return value to simplify
+ * handling of sentinel values. Callers from public methods decode
+ * and cast accordingly.
+ *
+ * @param item the (non-null) item to exchange
+ * @param timed true if the wait is timed
+ * @param nanos if timed, the maximum wait time
+ * @return the other thread's item, or CANCEL if interrupted or timed out
+ */
+ private Object doExchange(Object item, boolean timed, long nanos) {
+ Node me = new Node(item); // Create in case occupying
+ int index = hashIndex(); // Index of current slot
+ int fails = 0; // Number of CAS failures
+
+ for (;;) {
+ Object y; // Contents of current slot
+ Slot slot = arena[index];
+ if (slot == null) // Lazily initialize slots
+ createSlot(index); // Continue loop to reread
+ else if ((y = slot.get()) != null && // Try to fulfill
+ slot.compareAndSet(y, null)) {
+ Node you = (Node)y; // Transfer item
+ if (you.compareAndSet(null, item)) {
+ LockSupport.unpark(you.waiter);
+ return you.item;
+ } // Else cancelled; continue
+ }
+ else if (y == null && // Try to occupy
+ slot.compareAndSet(null, me)) {
+ if (index == 0) // Blocking wait for slot 0
+ return timed? awaitNanos(me, slot, nanos): await(me, slot);
+ Object v = spinWait(me, slot); // Spin wait for non-0
+ if (v != CANCEL)
+ return v;
+ me = new Node(item); // Throw away cancelled node
+ int m = max.get();
+ if (m > (index >>>= 1)) // Decrease index
+ max.compareAndSet(m, m - 1); // Maybe shrink table
+ }
+ else if (++fails > 1) { // Allow 2 fails on 1st slot
+ int m = max.get();
+ if (fails > 3 && m < FULL && max.compareAndSet(m, m + 1))
+ index = m + 1; // Grow on 3rd failed slot
+ else if (--index < 0)
+ index = m; // Circularly traverse
+ }
+ }
+ }
+
+ /**
+ * Returns a hash index for the current thread. Uses a one-step
+ * FNV-1a hash code (http://www.isthe.com/chongo/tech/comp/fnv/)
+ * based on the current thread's Thread.getId(). These hash codes
+ * have more uniform distribution properties with respect to small
+ * moduli (here 1-31) than do other simple hashing functions.
+ *
+ * <p>To return an index between 0 and max, we use a cheap
+ * approximation to a mod operation, that also corrects for bias
+ * due to non-power-of-2 remaindering (see {@link
+ * java.util.Random#nextInt}). Bits of the hashcode are masked
+ * with "nbits", the ceiling power of two of table size (looked up
+ * in a table packed into three ints). If too large, this is
+ * retried after rotating the hash by nbits bits, while forcing new
+ * top bit to 0, which guarantees eventual termination (although
+ * with a non-random-bias). This requires an average of less than
+ * 2 tries for all table sizes, and has a maximum 2% difference
+ * from perfectly uniform slot probabilities when applied to all
+ * possible hash codes for sizes less than 32.
+ *
+ * @return a per-thread-random index, 0 <= index < max
+ */
+ private final int hashIndex() {
+ long id = Thread.currentThread().getId();
+ int hash = (((int)(id ^ (id >>> 32))) ^ 0x811c9dc5) * 0x01000193;
+
+ int m = max.get();
+ int nbits = (((0xfffffc00 >> m) & 4) | // Compute ceil(log2(m+1))
+ ((0x000001f8 >>> m) & 2) | // The constants hold
+ ((0xffff00f2 >>> m) & 1)); // a lookup table
+ int index;
+ while ((index = hash & ((1 << nbits) - 1)) > m) // May retry on
+ hash = (hash >>> nbits) | (hash << (33 - nbits)); // non-power-2 m
+ return index;
+ }
+
+ /**
+ * Creates a new slot at given index. Called only when the slot
+ * appears to be null. Relies on double-check using builtin
+ * locks, since they rarely contend. This in turn relies on the
+ * arena array being declared volatile.
+ *
+ * @param index the index to add slot at
+ */
+ private void createSlot(int index) {
+ // Create slot outside of lock to narrow sync region
+ Slot newSlot = new Slot();
+ Slot[] a = arena;
+ synchronized (a) {
+ if (a[index] == null)
+ a[index] = newSlot;
+ }
+ }
+
+ /**
+ * Tries to cancel a wait for the given node waiting in the given
+ * slot, if so, helping clear the node from its slot to avoid
+ * garbage retention.
+ *
+ * @param node the waiting node
+ * @param the slot it is waiting in
+ * @return true if successfully cancelled
+ */
+ private static boolean tryCancel(Node node, Slot slot) {
+ if (!node.compareAndSet(null, CANCEL))
+ return false;
+ if (slot.get() == node) // pre-check to minimize contention
+ slot.compareAndSet(node, null);
+ return true;
+ }
+
+ // Three forms of waiting. Each just different enough not to merge
+ // code with others.
+
+ /**
+ * Spin-waits for hole for a non-0 slot. Fails if spin elapses
+ * before hole filled. Does not check interrupt, relying on check
+ * in public exchange method to abort if interrupted on entry.
+ *
+ * @param node the waiting node
+ * @return on success, the hole; on failure, CANCEL
+ */
+ private static Object spinWait(Node node, Slot slot) {
+ int spins = SPINS;
+ for (;;) {
+ Object v = node.get();
+ if (v != null)
+ return v;
+ else if (spins > 0)
+ --spins;
+ else
+ tryCancel(node, slot);
+ }
+ }
+
+ /**
+ * Waits for (by spinning and/or blocking) and gets the hole
+ * filled in by another thread. Fails if interrupted before
+ * hole filled.
+ *
+ * When a node/thread is about to block, it sets its waiter field
+ * and then rechecks state at least one more time before actually
+ * parking, thus covering race vs fulfiller noticing that waiter
+ * is non-null so should be woken.
+ *
+ * Thread interruption status is checked only surrounding calls to
+ * park. The caller is assumed to have checked interrupt status
+ * on entry.
+ *
+ * @param node the waiting node
+ * @return on success, the hole; on failure, CANCEL
+ */
+ private static Object await(Node node, Slot slot) {
+ Thread w = Thread.currentThread();
+ int spins = SPINS;
+ for (;;) {
+ Object v = node.get();
+ if (v != null)
+ return v;
+ else if (spins > 0) // Spin-wait phase
+ --spins;
+ else if (node.waiter == null) // Set up to block next
+ node.waiter = w;
+ else if (w.isInterrupted()) // Abort on interrupt
+ tryCancel(node, slot);
+ else // Block
+ LockSupport.park(node);
+ }
+ }
+
+ /**
+ * Waits for (at index 0) and gets the hole filled in by another
+ * thread. Fails if timed out or interrupted before hole filled.
+ * Same basic logic as untimed version, but a bit messier.
+ *
+ * @param node the waiting node
+ * @param nanos the wait time
+ * @return on success, the hole; on failure, CANCEL
+ */
+ private Object awaitNanos(Node node, Slot slot, long nanos) {
+ int spins = TIMED_SPINS;
+ long lastTime = 0;
+ Thread w = null;
+ for (;;) {
+ Object v = node.get();
+ if (v != null)
+ return v;
+ long now = System.nanoTime();
+ if (w == null)
+ w = Thread.currentThread();
+ else
+ nanos -= now - lastTime;
+ lastTime = now;
+ if (nanos > 0) {
+ if (spins > 0)
+ --spins;
+ else if (node.waiter == null)
+ node.waiter = w;
+ else if (w.isInterrupted())
+ tryCancel(node, slot);
+ else
+ LockSupport.parkNanos(node, nanos);
+ }
+ else if (tryCancel(node, slot) && !w.isInterrupted())
+ return scanOnTimeout(node);
+ }
+ }
+
+ /**
+ * Sweeps through arena checking for any waiting threads. Called
+ * only upon return from timeout while waiting in slot 0. When a
+ * thread gives up on a timed wait, it is possible that a
+ * previously-entered thread is still waiting in some other
+ * slot. So we scan to check for any. This is almost always
+ * overkill, but decreases the likelihood of timeouts when there
+ * are other threads present to far less than that in lock-based
+ * exchangers in which earlier-arriving threads may still be
+ * waiting on entry locks.
+ *
+ * @param node the waiting node
+ * @return another thread's item, or CANCEL
+ */
+ private Object scanOnTimeout(Node node) {
+ Object y;
+ for (int j = arena.length - 1; j >= 0; --j) {
+ Slot slot = arena[j];
+ if (slot != null) {
+ while ((y = slot.get()) != null) {
+ if (slot.compareAndSet(y, null)) {
+ Node you = (Node)y;
+ if (you.compareAndSet(null, node.item)) {
+ LockSupport.unpark(you.waiter);
+ return you.item;
+ }
+ }
+ }
+ }
+ }
+ return CANCEL;
+ }
+
+ /**
+ * Creates a new Exchanger.
+ */
+ public Exchanger() {
+ }
+
+ /**
+ * Waits for another thread to arrive at this exchange point (unless
+ * the current thread is {@linkplain Thread#interrupt interrupted}),
+ * and then transfers the given object to it, receiving its object
+ * in return.
+ *
+ * <p>If another thread is already waiting at the exchange point then
+ * it is resumed for thread scheduling purposes and receives the object
+ * passed in by the current thread. The current thread returns immediately,
+ * receiving the object passed to the exchange by that other thread.
+ *
+ * <p>If no other thread is already waiting at the exchange then the
+ * current thread is disabled for thread scheduling purposes and lies
+ * dormant until one of two things happens:
+ * <ul>
+ * <li>Some other thread enters the exchange; or
+ * <li>Some other thread {@linkplain Thread#interrupt interrupts} the current
+ * thread.
+ * </ul>
+ * <p>If the current thread:
+ * <ul>
+ * <li>has its interrupted status set on entry to this method; or
+ * <li>is {@linkplain Thread#interrupt interrupted} while waiting
+ * for the exchange,
+ * </ul>
+ * then {@link InterruptedException} is thrown and the current thread's
+ * interrupted status is cleared.
+ *
+ * @param x the object to exchange
+ * @return the object provided by the other thread
+ * @throws InterruptedException if the current thread was
+ * interrupted while waiting
+ */
+ public V exchange(V x) throws InterruptedException {
+ if (!Thread.interrupted()) {
+ Object v = doExchange(x == null? NULL_ITEM : x, false, 0);
+ if (v == NULL_ITEM)
+ return null;
+ if (v != CANCEL)
+ return (V)v;
+ Thread.interrupted(); // Clear interrupt status on IE throw
+ }
+ throw new InterruptedException();
+ }
+
+ /**
+ * Waits for another thread to arrive at this exchange point (unless
+ * the current thread is {@linkplain Thread#interrupt interrupted} or
+ * the specified waiting time elapses), and then transfers the given
+ * object to it, receiving its object in return.
+ *
+ * <p>If another thread is already waiting at the exchange point then
+ * it is resumed for thread scheduling purposes and receives the object
+ * passed in by the current thread. The current thread returns immediately,
+ * receiving the object passed to the exchange by that other thread.
+ *
+ * <p>If no other thread is already waiting at the exchange then the
+ * current thread is disabled for thread scheduling purposes and lies
+ * dormant until one of three things happens:
+ * <ul>
+ * <li>Some other thread enters the exchange; or
+ * <li>Some other thread {@linkplain Thread#interrupt interrupts}
+ * the current thread; or
+ * <li>The specified waiting time elapses.
+ * </ul>
+ * <p>If the current thread:
+ * <ul>
+ * <li>has its interrupted status set on entry to this method; or
+ * <li>is {@linkplain Thread#interrupt interrupted} while waiting
+ * for the exchange,
+ * </ul>
+ * then {@link InterruptedException} is thrown and the current thread's
+ * interrupted status is cleared.
+ *
+ * <p>If the specified waiting time elapses then {@link
+ * TimeoutException} is thrown. If the time is less than or equal
+ * to zero, the method will not wait at all.
+ *
+ * @param x the object to exchange
+ * @param timeout the maximum time to wait
+ * @param unit the time unit of the <tt>timeout</tt> argument
+ * @return the object provided by the other thread
+ * @throws InterruptedException if the current thread was
+ * interrupted while waiting
+ * @throws TimeoutException if the specified waiting time elapses
+ * before another thread enters the exchange
+ */
+ public V exchange(V x, long timeout, TimeUnit unit)
+ throws InterruptedException, TimeoutException {
+ if (!Thread.interrupted()) {
+ Object v = doExchange(x == null? NULL_ITEM : x,
+ true, unit.toNanos(timeout));
+ if (v == NULL_ITEM)
+ return null;
+ if (v != CANCEL)
+ return (V)v;
+ if (!Thread.interrupted())
+ throw new TimeoutException();
+ }
+ throw new InterruptedException();
+ }
+}
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