OpenSimMirror/ThirdParty/SmartThreadPool/WorkItemsQueue.cs

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using System;
using System.Collections.Generic;
using System.Threading;
namespace Amib.Threading.Internal
{
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#region WorkItemsQueue class
/// <summary>
/// WorkItemsQueue class.
/// </summary>
public class WorkItemsQueue : IDisposable
{
#region Member variables
/// <summary>
/// Waiters queue (implemented as stack).
/// </summary>
private readonly WaiterEntry _headWaiterEntry = new WaiterEntry();
/// <summary>
/// Waiters count
/// </summary>
private int _waitersCount = 0;
/// <summary>
/// Work items queue
/// </summary>
private readonly PriorityQueue _workItems = new PriorityQueue();
/// <summary>
/// Indicate that work items are allowed to be queued
/// </summary>
private bool _isWorkItemsQueueActive = true;
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#if (WINDOWS_PHONE)
private static readonly Dictionary<int, WaiterEntry> _waiterEntries = new Dictionary<int, WaiterEntry>();
#elif (_WINDOWS_CE)
private static LocalDataStoreSlot _waiterEntrySlot = Thread.AllocateDataSlot();
#else
[ThreadStatic]
private static WaiterEntry _waiterEntry;
#endif
/// <summary>
/// Each thread in the thread pool keeps its own waiter entry.
/// </summary>
private static WaiterEntry CurrentWaiterEntry
{
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#if (WINDOWS_PHONE)
get
{
lock (_waiterEntries)
{
WaiterEntry waiterEntry;
if (_waiterEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out waiterEntry))
{
return waiterEntry;
}
}
return null;
}
set
{
lock (_waiterEntries)
{
_waiterEntries[Thread.CurrentThread.ManagedThreadId] = value;
}
}
#elif (_WINDOWS_CE)
get
{
return Thread.GetData(_waiterEntrySlot) as WaiterEntry;
}
set
{
Thread.SetData(_waiterEntrySlot, value);
}
#else
get
{
return _waiterEntry;
}
set
{
_waiterEntry = value;
}
#endif
}
/// <summary>
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/// A flag that indicates if the WorkItemsQueue has been disposed.
/// </summary>
private bool _isDisposed = false;
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#endregion
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#region Public properties
/// <summary>
/// Returns the current number of work items in the queue
/// </summary>
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public int Count
{
get
{
return _workItems.Count;
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}
}
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/// <summary>
/// Returns the current number of waiters
/// </summary>
public int WaitersCount
{
get
{
return _waitersCount;
}
}
#endregion
#region Public methods
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/// <summary>
/// Enqueue a work item to the queue.
/// </summary>
public bool EnqueueWorkItem(WorkItem workItem)
{
// A work item cannot be null, since null is used in the
// WaitForWorkItem() method to indicate timeout or cancel
if (null == workItem)
{
throw new ArgumentNullException("workItem" , "workItem cannot be null");
}
bool enqueue = true;
// First check if there is a waiter waiting for work item. During
// the check, timed out waiters are ignored. If there is no
// waiter then the work item is queued.
lock(this)
{
ValidateNotDisposed();
if (!_isWorkItemsQueueActive)
{
return false;
}
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while(_waitersCount > 0)
{
// Dequeue a waiter.
WaiterEntry waiterEntry = PopWaiter();
// Signal the waiter. On success break the loop
if (waiterEntry.Signal(workItem))
{
enqueue = false;
break;
}
}
if (enqueue)
{
// Enqueue the work item
_workItems.Enqueue(workItem);
}
}
return true;
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}
/// <summary>
/// Waits for a work item or exits on timeout or cancel
/// </summary>
/// <param name="millisecondsTimeout">Timeout in milliseconds</param>
/// <param name="cancelEvent">Cancel wait handle</param>
/// <returns>Returns true if the resource was granted</returns>
public WorkItem DequeueWorkItem(
int millisecondsTimeout,
WaitHandle cancelEvent)
{
// This method cause the caller to wait for a work item.
// If there is at least one waiting work item then the
// method returns immidiately with it.
//
// If there are no waiting work items then the caller
// is queued between other waiters for a work item to arrive.
//
// If a work item didn't come within millisecondsTimeout or
// the user canceled the wait by signaling the cancelEvent
// then the method returns null to indicate that the caller
// didn't get a work item.
WaiterEntry waiterEntry;
WorkItem workItem = null;
lock (this)
{
ValidateNotDisposed();
// If there are waiting work items then take one and return.
if (_workItems.Count > 0)
{
workItem = _workItems.Dequeue() as WorkItem;
return workItem;
}
// No waiting work items ...
// Get the waiter entry for the waiters queue
waiterEntry = GetThreadWaiterEntry();
// Put the waiter with the other waiters
PushWaiter(waiterEntry);
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}
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// Prepare array of wait handle for the WaitHandle.WaitAny()
WaitHandle [] waitHandles = new WaitHandle[] {
waiterEntry.WaitHandle,
cancelEvent };
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// Wait for an available resource, cancel event, or timeout.
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// During the wait we are supposes to exit the synchronization
// domain. (Placing true as the third argument of the WaitAny())
// It just doesn't work, I don't know why, so I have two lock(this)
// statments instead of one.
int index = STPEventWaitHandle.WaitAny(
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waitHandles,
millisecondsTimeout,
true);
lock(this)
{
// success is true if it got a work item.
bool success = (0 == index);
// The timeout variable is used only for readability.
// (We treat cancel as timeout)
bool timeout = !success;
// On timeout update the waiterEntry that it is timed out
if (timeout)
{
// The Timeout() fails if the waiter has already been signaled
timeout = waiterEntry.Timeout();
// On timeout remove the waiter from the queue.
// Note that the complexity is O(1).
if(timeout)
{
RemoveWaiter(waiterEntry, false);
}
// Again readability
success = !timeout;
}
// On success return the work item
if (success)
{
workItem = waiterEntry.WorkItem;
if (null == workItem)
{
workItem = _workItems.Dequeue() as WorkItem;
}
}
}
// On failure return null.
return workItem;
}
/// <summary>
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/// Cleanup the work items queue, hence no more work
/// items are allowed to be queue
/// </summary>
private void Cleanup()
{
lock(this)
{
// Deactivate only once
if (!_isWorkItemsQueueActive)
{
return;
}
// Don't queue more work items
_isWorkItemsQueueActive = false;
foreach(WorkItem workItem in _workItems)
{
workItem.DisposeOfState();
}
// Clear the work items that are already queued
_workItems.Clear();
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// Note:
// I don't iterate over the queue and dispose of work items's states,
// since if a work item has a state object that is still in use in the
// application then I must not dispose it.
// Tell the waiters that they were timed out.
// It won't signal them to exit, but to ignore their
// next work item.
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while(_waitersCount > 0)
{
WaiterEntry waiterEntry = PopWaiter();
waiterEntry.Timeout();
}
}
}
public object[] GetStates()
{
lock (this)
{
object[] states = new object[_workItems.Count];
int i = 0;
foreach (WorkItem workItem in _workItems)
{
states[i] = workItem.GetWorkItemResult().State;
++i;
}
return states;
}
}
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#endregion
#region Private methods
/// <summary>
/// Returns the WaiterEntry of the current thread
/// </summary>
/// <returns></returns>
/// In order to avoid creation and destuction of WaiterEntry
/// objects each thread has its own WaiterEntry object.
private static WaiterEntry GetThreadWaiterEntry()
{
if (null == CurrentWaiterEntry)
{
CurrentWaiterEntry = new WaiterEntry();
}
CurrentWaiterEntry.Reset();
return CurrentWaiterEntry;
}
#region Waiters stack methods
/// <summary>
/// Push a new waiter into the waiter's stack
/// </summary>
/// <param name="newWaiterEntry">A waiter to put in the stack</param>
public void PushWaiter(WaiterEntry newWaiterEntry)
{
// Remove the waiter if it is already in the stack and
// update waiter's count as needed
RemoveWaiter(newWaiterEntry, false);
// If the stack is empty then newWaiterEntry is the new head of the stack
if (null == _headWaiterEntry._nextWaiterEntry)
{
_headWaiterEntry._nextWaiterEntry = newWaiterEntry;
newWaiterEntry._prevWaiterEntry = _headWaiterEntry;
}
// If the stack is not empty then put newWaiterEntry as the new head
// of the stack.
else
{
// Save the old first waiter entry
WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;
// Update the links
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_headWaiterEntry._nextWaiterEntry = newWaiterEntry;
newWaiterEntry._nextWaiterEntry = oldFirstWaiterEntry;
newWaiterEntry._prevWaiterEntry = _headWaiterEntry;
oldFirstWaiterEntry._prevWaiterEntry = newWaiterEntry;
}
// Increment the number of waiters
++_waitersCount;
}
/// <summary>
/// Pop a waiter from the waiter's stack
/// </summary>
/// <returns>Returns the first waiter in the stack</returns>
private WaiterEntry PopWaiter()
{
// Store the current stack head
WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;
// Store the new stack head
WaiterEntry newHeadWaiterEntry = oldFirstWaiterEntry._nextWaiterEntry;
// Update the old stack head list links and decrement the number
// waiters.
RemoveWaiter(oldFirstWaiterEntry, true);
// Update the new stack head
_headWaiterEntry._nextWaiterEntry = newHeadWaiterEntry;
if (null != newHeadWaiterEntry)
{
newHeadWaiterEntry._prevWaiterEntry = _headWaiterEntry;
}
// Return the old stack head
return oldFirstWaiterEntry;
}
/// <summary>
/// Remove a waiter from the stack
/// </summary>
/// <param name="waiterEntry">A waiter entry to remove</param>
/// <param name="popDecrement">If true the waiter count is always decremented</param>
private void RemoveWaiter(WaiterEntry waiterEntry, bool popDecrement)
{
// Store the prev entry in the list
WaiterEntry prevWaiterEntry = waiterEntry._prevWaiterEntry;
// Store the next entry in the list
WaiterEntry nextWaiterEntry = waiterEntry._nextWaiterEntry;
// A flag to indicate if we need to decrement the waiters count.
// If we got here from PopWaiter then we must decrement.
// If we got here from PushWaiter then we decrement only if
// the waiter was already in the stack.
bool decrementCounter = popDecrement;
// Null the waiter's entry links
waiterEntry._prevWaiterEntry = null;
waiterEntry._nextWaiterEntry = null;
// If the waiter entry had a prev link then update it.
// It also means that the waiter is already in the list and we
// need to decrement the waiters count.
if (null != prevWaiterEntry)
{
prevWaiterEntry._nextWaiterEntry = nextWaiterEntry;
decrementCounter = true;
}
// If the waiter entry had a next link then update it.
// It also means that the waiter is already in the list and we
// need to decrement the waiters count.
if (null != nextWaiterEntry)
{
nextWaiterEntry._prevWaiterEntry = prevWaiterEntry;
decrementCounter = true;
}
// Decrement the waiters count if needed
if (decrementCounter)
{
--_waitersCount;
}
}
#endregion
#endregion
#region WaiterEntry class
// A waiter entry in the _waiters queue.
public sealed class WaiterEntry : IDisposable
{
#region Member variables
/// <summary>
/// Event to signal the waiter that it got the work item.
/// </summary>
//private AutoResetEvent _waitHandle = new AutoResetEvent(false);
private AutoResetEvent _waitHandle = EventWaitHandleFactory.CreateAutoResetEvent();
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/// <summary>
/// Flag to know if this waiter already quited from the queue
/// because of a timeout.
/// </summary>
private bool _isTimedout = false;
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/// <summary>
/// Flag to know if the waiter was signaled and got a work item.
/// </summary>
private bool _isSignaled = false;
/// <summary>
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/// A work item that passed directly to the waiter withou going
/// through the queue
/// </summary>
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private WorkItem _workItem = null;
private bool _isDisposed = false;
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// Linked list members
internal WaiterEntry _nextWaiterEntry = null;
internal WaiterEntry _prevWaiterEntry = null;
#endregion
#region Construction
public WaiterEntry()
{
Reset();
}
#endregion
#region Public methods
public WaitHandle WaitHandle
{
get { return _waitHandle; }
}
public WorkItem WorkItem
{
get
{
return _workItem;
}
}
/// <summary>
/// Signal the waiter that it got a work item.
/// </summary>
/// <returns>Return true on success</returns>
/// The method fails if Timeout() preceded its call
public bool Signal(WorkItem workItem)
{
lock(this)
{
if (!_isTimedout)
{
_workItem = workItem;
_isSignaled = true;
_waitHandle.Set();
return true;
}
}
return false;
}
/// <summary>
/// Mark the wait entry that it has been timed out
/// </summary>
/// <returns>Return true on success</returns>
/// The method fails if Signal() preceded its call
public bool Timeout()
{
lock(this)
{
// Time out can happen only if the waiter wasn't marked as
// signaled
if (!_isSignaled)
{
// We don't remove the waiter from the queue, the DequeueWorkItem
// method skips _waiters that were timed out.
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_isTimedout = true;
return true;
}
}
return false;
}
/// <summary>
/// Reset the wait entry so it can be used again
/// </summary>
public void Reset()
{
_workItem = null;
_isTimedout = false;
_isSignaled = false;
_waitHandle.Reset();
}
/// <summary>
/// Free resources
/// </summary>
public void Close()
{
if (null != _waitHandle)
{
_waitHandle.Close();
_waitHandle = null;
}
}
#endregion
#region IDisposable Members
public void Dispose()
{
lock (this)
{
if (!_isDisposed)
{
Close();
}
_isDisposed = true;
}
}
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#endregion
}
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#endregion
#region IDisposable Members
public void Dispose()
{
if (!_isDisposed)
{
Cleanup();
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_headWaiterEntry.Close();
}
_isDisposed = true;
}
private void ValidateNotDisposed()
{
if(_isDisposed)
{
throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown");
}
}
#endregion
}
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#endregion
}