continue
}
+ if released < physPageSize {
+ // If this happens, it means that we may have attempted to release part
+ // of a physical page, but the likely effect of that is that it released
+ // the whole physical page, some of which may have still been in-use.
+ // This could lead to memory corruption. Throw.
+ throw("released less than one physical page of memory")
+ }
+
+ // On some platforms we may see crit as zero if the time it takes to scavenge
+ // memory is less than the minimum granularity of its clock (e.g. Windows).
+ // In this case, just assume scavenging takes 10 µs per regular physical page
+ // (determined empirically), and conservatively ignore the impact of huge pages
+ // on timing.
+ //
+ // We shouldn't ever see a crit value less than zero unless there's a bug of
+ // some kind, either on our side or in the platform we're running on, but be
+ // defensive in that case as well.
+ const approxCritNSPerPhysicalPage = 10e3
+ if crit <= 0 {
+ crit = approxCritNSPerPhysicalPage * float64(released/physPageSize)
+ }
+
// Multiply the critical time by 1 + the ratio of the costs of using
// scavenged memory vs. scavenging memory. This forces us to pay down
// the cost of reusing this memory eagerly by sleeping for a longer period