Client Scheduling in X Keith Packard SuSE 10/28/99 History: Since the original X server was written at Digital in 1987, the OS and DIX layers shared responsibility for scheduling the order to service client requests. The original design was simplistic; under the maximum first make it work, then make it work well, this was a good idea. Now that we have a bit more experience with X applications, it's time to rethink the design. The basic dispatch loop in DIX looks like: for (;;) { nready = WaitForSomething (...); while (nready--) { isItTimeToYield = FALSE; while (!isItTimeToYield) { if (!ReadRequestFromClient (...)) break; (execute request); } } } WaitForSomething looks like: for (;;) if (ANYSET (ClientsWithInput)) return popcount (ClientsWithInput); select (...) compute clientsReadable from select result; return popcount (clientsReadable) } ReadRequestFromClient looks like: if (!fullRequestQueued) { read (); if (!fullRequestQueued) { remove from ClientsWithInput; timesThisConnection = 0; return 0; } } if (twoFullRequestsQueued) add to ClientsWithInput; if (++timesThisConnection >= 10) { isItTimeToYield = TRUE; timesThisConnection = 0; } return 1; Here's what happens in this code: With a single client executing a stream of requests: A client sends a packet of requests to the server. WaitForSomething wakes up from select and returns that client to Dispatch Dispatch calls ReadRequestFromClient which reads a buffer (4K) full of requests from the client The server executes requests from this buffer until it emptys, in two stages -- 10 requests at a time are executed in the inner Dispatch loop, a buffer full of requests are executed because WaitForSomething immediately returns if any clients have complete requests pending in their input queues. When the buffer finally emptys, the next call to ReadRequest FromClient will return zero and Dispatch will go back to WaitForSomething; now that the client has no requests pending, WaitForSomething will block in select again. If the client is active, this select will immediately return that client as ready to read. With multiple clients sending streams of requests, the sequence of operations is similar, except that ReadRequestFromClient will set isItTimeToYield after each 10 requests executed causing the server to round-robin among the clients with available requests. It's important to realize here that any complete requests which have been read from clients will be executed before the server will use select again to discover input from other clients. A single busy client can easily monopolize the X server. So, the X server doesn't share well with clients which are more interactive in nature. The X server executes at most a buffer full of requests before again heading into select; ReadRequestFromClient causes the server to yield when the client request buffer doesn't contain a complete request. When that buffer is executed quickly, the server spends a lot of time in select discovering that the same client again has input ready. Thus the server also runs busy clients less efficiently than is would be possible. What to do. There are several things evident from the above discussion: 1 The server has a poor metric for deciding how much work it should do at one time on behalf of a particular client. 2 The server doesn't call select often enough to detect less aggressive clients in the face of busy clients, especially when those clients are executing slow requests. 3 The server calls select too often when executing fast requests. 4 Some priority scheme is needed to keep interactive clients responding to the user. And, there are some assumptions about how X applications work: 1 Each X request is executed relatively quickly; a request-granularity is good enough for interactive response almost all of the time. 2 X applications receiving mouse/keyboard events are likely to warrant additional attention from the X server. Instead of a request-count metric for work, a time-based metric should be used. The server should select a reasonable time slice for each client and execute requests for the entire timeslice before yielding to another client. Instead of returning immediately from WaitForSomething if clients have complete requests queued, the server should go through select each time and gather as many ready clients as possible. This involves polling instead of blocking and adding the ClientsWithInput to clientsReadable after the select returns. Instead of yielding when the request buffer is empty for a particular client, leave the yielding to the upper level scheduling and allow the server to try and read again from the socket. If the client is busy, another buffer full of requests will already be waiting to be delivered thus avoiding the call through select and the additional overhead in WaitForSomething. Finally, the dispatch loop should not simply execute requests from the first available client, instead each client should be prioritized with busy clients penalized and clients receiving user events praised. How it's done: Polling the current time of day from the OS is too expensive to be done at each request boundary, so instead an interval timer is set allowing the server to track time changes by counting invocations of the related signal handler. Instead of using the wall time for this purpose, the process CPU time is used instead. This serves two purposes -- first, it allows the server to consume no CPU cycles when idle, second it avoids conflicts with SIGALRM usage in other parts of the server code. It's not without problems though; other CPU intensive processes on the same machine can reduce interactive response time within the X server. The dispatch loop can now calculate an approximate time value using the number of signals received. The granularity of the timer sets the scheduling jitter, at 20ms it's only occasionally noticeable. The changes to WaitForSomething and ReadRequestFromClient are straightforward, adjusting when select is called and avoiding setting isItTimeToYield too often. The dispatch loop changes are more extensive, now instead of executing requests from all available clients, a single client is chosen after each call to WaitForSomething, requests are executed for that client and WaitForSomething is called again. Each client is assigned a priority, the dispatch loop chooses the client with the highest priority to execute. Priorities are updated in three ways: 1. Clients which consume their entire slice are penalized by having their priority reduced by one until they reach some minimum value. 2. Clients which have executed no requests for some time are praised by having their priority raised until they return to normal priority. 3. Clients which receive user input are praised by having their priority rased until they reach some maximal value, above normal priority. The effect of these changes is to both improve interactive application response and benchmark numbers at the same time. $XFree86: $