2008-05-30 12:27:06 +00:00
// Ami Bar
// amibar@gmail.com
/ /
// Smart thread pool in C#.
// 7 Aug 2004 - Initial release
// 14 Sep 2004 - Bug fixes
// 15 Oct 2004 - Added new features
// - Work items return result.
// - Support waiting synchronization for multiple work items.
// - Work items can be cancelled.
// - Passage of the caller thread<61> s context to the thread in the pool.
// - Minimal usage of WIN32 handles.
// - Minor bug fixes.
// 26 Dec 2004 - Changes:
// - Removed static constructors.
// - Added finalizers.
// - Changed Exceptions so they are serializable.
// - Fixed the bug in one of the SmartThreadPool constructors.
// - Changed the SmartThreadPool.WaitAll() so it will support any number of waiters.
// The SmartThreadPool.WaitAny() is still limited by the .NET Framework.
// - Added PostExecute with options on which cases to call it.
// - Added option to dispose of the state objects.
// - Added a WaitForIdle() method that waits until the work items queue is empty.
// - Added an STPStartInfo class for the initialization of the thread pool.
// - Changed exception handling so if a work item throws an exception it
// is rethrown at GetResult(), rather then firing an UnhandledException event.
// Note that PostExecute exception are always ignored.
// 25 Mar 2005 - Changes:
// - Fixed lost of work items bug
// 3 Jul 2005: Changes.
// - Fixed bug where Enqueue() throws an exception because PopWaiter() returned null, hardly reconstructed.
// 16 Aug 2005: Changes.
// - Fixed bug where the InUseThreads becomes negative when canceling work items.
/ /
// 31 Jan 2006 - Changes:
// - Added work items priority
// - Removed support of chained delegates in callbacks and post executes (nobody really use this)
// - Added work items groups
// - Added work items groups idle event
// - Changed SmartThreadPool.WaitAll() behavior so when it gets empty array
// it returns true rather then throwing an exception.
// - Added option to start the STP and the WIG as suspended
// - Exception behavior changed, the real exception is returned by an
// inner exception
// - Added option to keep the Http context of the caller thread. (Thanks to Steven T.)
// - Added performance counters
// - Added priority to the threads in the pool
/ /
// 13 Feb 2006 - Changes:
// - Added a call to the dispose of the Performance Counter so
// their won't be a Performance Counter leak.
// - Added exception catch in case the Performance Counters cannot
// be created.
using System ;
using System.Security ;
using System.Threading ;
using System.Collections ;
using System.Diagnostics ;
using System.Runtime.CompilerServices ;
using Amib.Threading.Internal ;
namespace Amib.Threading
{
#region SmartThreadPool class
/// <summary>
/// Smart thread pool class.
/// </summary>
public class SmartThreadPool : IWorkItemsGroup , IDisposable
{
#region Default Constants
/// <summary>
/// Default minimum number of threads the thread pool contains. (0)
/// </summary>
public const int DefaultMinWorkerThreads = 0 ;
/// <summary>
/// Default maximum number of threads the thread pool contains. (25)
/// </summary>
public const int DefaultMaxWorkerThreads = 25 ;
/// <summary>
/// Default idle timeout in milliseconds. (One minute)
/// </summary>
public const int DefaultIdleTimeout = 60 * 1000 ; // One minute
/// <summary>
/// Indicate to copy the security context of the caller and then use it in the call. (false)
/// </summary>
public const bool DefaultUseCallerCallContext = false ;
/// <summary>
/// Indicate to copy the HTTP context of the caller and then use it in the call. (false)
/// </summary>
public const bool DefaultUseCallerHttpContext = false ;
/// <summary>
/// Indicate to dispose of the state objects if they support the IDispose interface. (false)
/// </summary>
public const bool DefaultDisposeOfStateObjects = false ;
/// <summary>
/// The default option to run the post execute
/// </summary>
public const CallToPostExecute DefaultCallToPostExecute = CallToPostExecute . Always ;
/// <summary>
/// The default post execute method to run.
/// When null it means not to call it.
/// </summary>
public static readonly PostExecuteWorkItemCallback DefaultPostExecuteWorkItemCallback = null ;
/// <summary>
/// The default work item priority
/// </summary>
public const WorkItemPriority DefaultWorkItemPriority = WorkItemPriority . Normal ;
/// <summary>
/// The default is to work on work items as soon as they arrive
/// and not to wait for the start.
/// </summary>
public const bool DefaultStartSuspended = false ;
/// <summary>
/// The default is not to use the performance counters
/// </summary>
public static readonly string DefaultPerformanceCounterInstanceName = null ;
public static readonly int DefaultStackSize = 0 ;
/// <summary>
/// The default thread priority
/// </summary>
public const ThreadPriority DefaultThreadPriority = ThreadPriority . Normal ;
# endregion
#region Member Variables
/// <summary>
/// Contains the name of this instance of SmartThreadPool.
/// Can be changed by the user.
/// </summary>
private string _name = "SmartThreadPool" ;
/// <summary>
/// Hashtable of all the threads in the thread pool.
/// </summary>
private Hashtable _workerThreads = Hashtable . Synchronized ( new Hashtable ( ) ) ;
/// <summary>
/// Queue of work items.
/// </summary>
private WorkItemsQueue _workItemsQueue = new WorkItemsQueue ( ) ;
/// <summary>
/// Count the work items handled.
/// Used by the performance counter.
/// </summary>
private long _workItemsProcessed = 0 ;
/// <summary>
/// Number of threads that currently work (not idle).
/// </summary>
private int _inUseWorkerThreads = 0 ;
/// <summary>
/// Start information to use.
/// It is simpler than providing many constructors.
/// </summary>
private STPStartInfo _stpStartInfo = new STPStartInfo ( ) ;
/// <summary>
/// Total number of work items that are stored in the work items queue
/// plus the work items that the threads in the pool are working on.
/// </summary>
private int _currentWorkItemsCount = 0 ;
/// <summary>
/// Signaled when the thread pool is idle, i.e. no thread is busy
/// and the work items queue is empty
/// </summary>
private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent ( true ) ;
/// <summary>
/// An event to signal all the threads to quit immediately.
/// </summary>
private ManualResetEvent _shuttingDownEvent = new ManualResetEvent ( false ) ;
/// <summary>
/// A flag to indicate the threads to quit.
/// </summary>
private bool _shutdown = false ;
/// <summary>
/// Counts the threads created in the pool.
/// It is used to name the threads.
/// </summary>
private int _threadCounter = 0 ;
/// <summary>
/// Indicate that the SmartThreadPool has been disposed
/// </summary>
private bool _isDisposed = false ;
/// <summary>
/// Event to send that the thread pool is idle
/// </summary>
private event EventHandler _stpIdle ;
/// <summary>
/// On idle event
/// </summary>
//private event WorkItemsGroupIdleHandler _onIdle;
/// <summary>
/// Holds all the WorkItemsGroup instaces that have at least one
/// work item int the SmartThreadPool
/// This variable is used in case of Shutdown
/// </summary>
private Hashtable _workItemsGroups = Hashtable . Synchronized ( new Hashtable ( ) ) ;
/// <summary>
/// A reference from each thread in the thread pool to its SmartThreadPool
/// object container.
/// With this variable a thread can know whatever it belongs to a
/// SmartThreadPool.
/// </summary>
[ThreadStatic]
private static SmartThreadPool _smartThreadPool ;
/// <summary>
/// A reference to the current work item a thread from the thread pool
/// is executing.
/// </summary>
[ThreadStatic]
private static WorkItem _currentWorkItem ;
/// <summary>
/// STP performance counters
/// </summary>
private ISTPInstancePerformanceCounters _pcs = NullSTPInstancePerformanceCounters . Instance ;
# endregion
#region Construction and Finalization
/// <summary>
/// Constructor
/// </summary>
public SmartThreadPool ( )
{
Initialize ( ) ;
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
public SmartThreadPool ( int idleTimeout )
{
_stpStartInfo . IdleTimeout = idleTimeout ;
Initialize ( ) ;
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
/// <param name="maxWorkerThreads">Upper limit of threads in the pool</param>
public SmartThreadPool (
int idleTimeout ,
int maxWorkerThreads )
{
_stpStartInfo . IdleTimeout = idleTimeout ;
_stpStartInfo . MaxWorkerThreads = maxWorkerThreads ;
Initialize ( ) ;
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
/// <param name="maxWorkerThreads">Upper limit of threads in the pool</param>
/// <param name="minWorkerThreads">Lower limit of threads in the pool</param>
public SmartThreadPool (
int idleTimeout ,
int maxWorkerThreads ,
int minWorkerThreads )
{
_stpStartInfo . IdleTimeout = idleTimeout ;
_stpStartInfo . MaxWorkerThreads = maxWorkerThreads ;
_stpStartInfo . MinWorkerThreads = minWorkerThreads ;
Initialize ( ) ;
}
/// <summary>
/// Constructor
/// </summary>
public SmartThreadPool ( STPStartInfo stpStartInfo )
{
_stpStartInfo = new STPStartInfo ( stpStartInfo ) ;
Initialize ( ) ;
}
private void Initialize ( )
{
ValidateSTPStartInfo ( ) ;
if ( null ! = _stpStartInfo . PerformanceCounterInstanceName )
{
try
{
_pcs = new STPInstancePerformanceCounters ( _stpStartInfo . PerformanceCounterInstanceName ) ;
}
catch ( Exception e )
{
Debug . WriteLine ( "Unable to create Performance Counters: " + e . ToString ( ) ) ;
_pcs = NullSTPInstancePerformanceCounters . Instance ;
}
}
StartOptimalNumberOfThreads ( ) ;
}
private void StartOptimalNumberOfThreads ( )
{
int threadsCount = Math . Max ( _workItemsQueue . Count , _stpStartInfo . MinWorkerThreads ) ;
threadsCount = Math . Min ( threadsCount , _stpStartInfo . MaxWorkerThreads ) ;
StartThreads ( threadsCount ) ;
}
private void ValidateSTPStartInfo ( )
{
if ( _stpStartInfo . MinWorkerThreads < 0 )
{
throw new ArgumentOutOfRangeException (
"MinWorkerThreads" , "MinWorkerThreads cannot be negative" ) ;
}
if ( _stpStartInfo . MaxWorkerThreads < = 0 )
{
throw new ArgumentOutOfRangeException (
"MaxWorkerThreads" , "MaxWorkerThreads must be greater than zero" ) ;
}
if ( _stpStartInfo . MinWorkerThreads > _stpStartInfo . MaxWorkerThreads )
{
throw new ArgumentOutOfRangeException (
"MinWorkerThreads, maxWorkerThreads" ,
"MaxWorkerThreads must be greater or equal to MinWorkerThreads" ) ;
}
}
private void ValidateCallback ( Delegate callback )
{
if ( callback . GetInvocationList ( ) . Length > 1 )
{
throw new NotSupportedException ( "SmartThreadPool doesn't support delegates chains" ) ;
}
}
# endregion
#region Thread Processing
/// <summary>
/// Waits on the queue for a work item, shutdown, or timeout.
/// </summary>
/// <returns>
/// Returns the WaitingCallback or null in case of timeout or shutdown.
/// </returns>
private WorkItem Dequeue ( )
{
WorkItem workItem =
_workItemsQueue . DequeueWorkItem ( _stpStartInfo . IdleTimeout , _shuttingDownEvent ) ;
return workItem ;
}
/// <summary>
/// Put a new work item in the queue
/// </summary>
/// <param name="workItem">A work item to queue</param>
private void Enqueue ( WorkItem workItem )
{
Enqueue ( workItem , true ) ;
}
/// <summary>
/// Put a new work item in the queue
/// </summary>
/// <param name="workItem">A work item to queue</param>
internal void Enqueue ( WorkItem workItem , bool incrementWorkItems )
{
// Make sure the workItem is not null
Debug . Assert ( null ! = workItem ) ;
if ( incrementWorkItems )
{
IncrementWorkItemsCount ( ) ;
}
_workItemsQueue . EnqueueWorkItem ( workItem ) ;
workItem . WorkItemIsQueued ( ) ;
// If all the threads are busy then try to create a new one
if ( ( InUseThreads + WaitingCallbacks ) > _workerThreads . Count )
{
StartThreads ( 1 ) ;
}
}
private void IncrementWorkItemsCount ( )
{
_pcs . SampleWorkItems ( _workItemsQueue . Count , _workItemsProcessed ) ;
int count = Interlocked . Increment ( ref _currentWorkItemsCount ) ;
//Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString());
if ( count = = 1 )
{
//Trace.WriteLine("STP is NOT idle");
_isIdleWaitHandle . Reset ( ) ;
}
}
private void DecrementWorkItemsCount ( )
{
+ + _workItemsProcessed ;
// The counter counts even if the work item was cancelled
_pcs . SampleWorkItems ( _workItemsQueue . Count , _workItemsProcessed ) ;
int count = Interlocked . Decrement ( ref _currentWorkItemsCount ) ;
//Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString());
if ( count = = 0 )
{
//Trace.WriteLine("STP is idle");
_isIdleWaitHandle . Set ( ) ;
}
}
internal void RegisterWorkItemsGroup ( IWorkItemsGroup workItemsGroup )
{
_workItemsGroups [ workItemsGroup ] = workItemsGroup ;
}
internal void UnregisterWorkItemsGroup ( IWorkItemsGroup workItemsGroup )
{
if ( _workItemsGroups . Contains ( workItemsGroup ) )
{
_workItemsGroups . Remove ( workItemsGroup ) ;
}
}
/// <summary>
/// Inform that the current thread is about to quit or quiting.
/// The same thread may call this method more than once.
/// </summary>
private void InformCompleted ( )
{
// There is no need to lock the two methods together
// since only the current thread removes itself
// and the _workerThreads is a synchronized hashtable
if ( _workerThreads . Contains ( Thread . CurrentThread ) )
{
_workerThreads . Remove ( Thread . CurrentThread ) ;
_pcs . SampleThreads ( _workerThreads . Count , _inUseWorkerThreads ) ;
}
}
/// <summary>
/// Starts new threads
/// </summary>
/// <param name="threadsCount">The number of threads to start</param>
private void StartThreads ( int threadsCount )
{
if ( _stpStartInfo . StartSuspended )
{
return ;
}
lock ( _workerThreads . SyncRoot )
{
// Don't start threads on shut down
if ( _shutdown )
{
return ;
}
for ( int i = 0 ; i < threadsCount ; + + i )
{
// Don't create more threads then the upper limit
if ( _workerThreads . Count > = _stpStartInfo . MaxWorkerThreads )
{
return ;
}
// Create a new thread
2009-10-22 08:30:12 +00:00
Thread workerThread ;
if ( _stpStartInfo . StackSize > 0 )
workerThread = new Thread ( ProcessQueuedItems , _stpStartInfo . StackSize ) ;
else
workerThread = new Thread ( ProcessQueuedItems ) ;
2008-05-30 12:27:06 +00:00
// Configure the new thread and start it
workerThread . Name = "STP " + Name + " Thread #" + _threadCounter ;
workerThread . IsBackground = true ;
workerThread . Priority = _stpStartInfo . ThreadPriority ;
workerThread . Start ( ) ;
+ + _threadCounter ;
// Add the new thread to the hashtable and update its creation
// time.
_workerThreads [ workerThread ] = DateTime . Now ;
_pcs . SampleThreads ( _workerThreads . Count , _inUseWorkerThreads ) ;
}
}
}
/// <summary>
/// A worker thread method that processes work items from the work items queue.
/// </summary>
private void ProcessQueuedItems ( )
{
// Initialize the _smartThreadPool variable
_smartThreadPool = this ;
try
{
bool bInUseWorkerThreadsWasIncremented = false ;
// Process until shutdown.
while ( ! _shutdown )
{
// Update the last time this thread was seen alive.
// It's good for debugging.
_workerThreads [ Thread . CurrentThread ] = DateTime . Now ;
// Wait for a work item, shutdown, or timeout
WorkItem workItem = Dequeue ( ) ;
// Update the last time this thread was seen alive.
// It's good for debugging.
_workerThreads [ Thread . CurrentThread ] = DateTime . Now ;
// On timeout or shut down.
if ( null = = workItem )
{
// Double lock for quit.
if ( _workerThreads . Count > _stpStartInfo . MinWorkerThreads )
{
lock ( _workerThreads . SyncRoot )
{
if ( _workerThreads . Count > _stpStartInfo . MinWorkerThreads )
{
// Inform that the thread is quiting and then quit.
// This method must be called within this lock or else
// more threads will quit and the thread pool will go
// below the lower limit.
InformCompleted ( ) ;
break ;
}
}
}
}
// If we didn't quit then skip to the next iteration.
if ( null = = workItem )
{
continue ;
}
try
{
// Initialize the value to false
bInUseWorkerThreadsWasIncremented = false ;
// Change the state of the work item to 'in progress' if possible.
// We do it here so if the work item has been canceled we won't
// increment the _inUseWorkerThreads.
// The cancel mechanism doesn't delete items from the queue,
// it marks the work item as canceled, and when the work item
// is dequeued, we just skip it.
// If the post execute of work item is set to always or to
// call when the work item is canceled then the StartingWorkItem()
// will return true, so the post execute can run.
if ( ! workItem . StartingWorkItem ( ) )
{
continue ;
}
// Execute the callback. Make sure to accurately
// record how many callbacks are currently executing.
int inUseWorkerThreads = Interlocked . Increment ( ref _inUseWorkerThreads ) ;
_pcs . SampleThreads ( _workerThreads . Count , inUseWorkerThreads ) ;
// Mark that the _inUseWorkerThreads incremented, so in the finally{}
// statement we will decrement it correctly.
bInUseWorkerThreadsWasIncremented = true ;
// Set the _currentWorkItem to the current work item
_currentWorkItem = workItem ;
lock ( workItem )
{
workItem . currentThread = Thread . CurrentThread ;
}
ExecuteWorkItem ( workItem ) ;
lock ( workItem )
{
workItem . currentThread = null ;
}
}
catch ( ThreadAbortException ex )
{
lock ( workItem )
{
workItem . currentThread = null ;
}
ex . GetHashCode ( ) ;
Thread . ResetAbort ( ) ;
}
catch ( Exception ex )
{
ex . GetHashCode ( ) ;
// Do nothing
}
finally
{
lock ( workItem )
{
workItem . currentThread = null ;
}
if ( null ! = workItem )
{
workItem . DisposeOfState ( ) ;
}
// Set the _currentWorkItem to null, since we
// no longer run user's code.
_currentWorkItem = null ;
// Decrement the _inUseWorkerThreads only if we had
// incremented it. Note the cancelled work items don't
// increment _inUseWorkerThreads.
if ( bInUseWorkerThreadsWasIncremented )
{
int inUseWorkerThreads = Interlocked . Decrement ( ref _inUseWorkerThreads ) ;
_pcs . SampleThreads ( _workerThreads . Count , inUseWorkerThreads ) ;
}
// Notify that the work item has been completed.
// WorkItemsGroup may enqueue their next work item.
workItem . FireWorkItemCompleted ( ) ;
// Decrement the number of work items here so the idle
// ManualResetEvent won't fluctuate.
DecrementWorkItemsCount ( ) ;
}
}
}
catch ( ThreadAbortException tae )
{
tae . GetHashCode ( ) ;
// Handle the abort exception gracfully.
Thread . ResetAbort ( ) ;
}
catch ( Exception e )
{
Debug . Assert ( null ! = e ) ;
}
finally
{
InformCompleted ( ) ;
}
}
private void ExecuteWorkItem ( WorkItem workItem )
{
_pcs . SampleWorkItemsWaitTime ( workItem . WaitingTime ) ;
try
{
workItem . Execute ( ) ;
}
catch
{
throw ;
}
finally
{
_pcs . SampleWorkItemsProcessTime ( workItem . ProcessTime ) ;
}
}
# endregion
#region Public Methods
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemCallback callback )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="workItemPriority">The priority of the work item</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemCallback callback , WorkItemPriority workItemPriority )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , workItemPriority ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="workItemInfo">Work item info</param>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemInfo workItemInfo , WorkItemCallback callback )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , workItemInfo , callback ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemCallback callback , object state )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <param name="workItemPriority">The work item priority</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemCallback callback , object state , WorkItemPriority workItemPriority )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state , workItemPriority ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="workItemInfo">Work item information</param>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem ( WorkItemInfo workItemInfo , WorkItemCallback callback , object state )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , workItemInfo , callback , state ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem (
WorkItemCallback callback ,
object state ,
PostExecuteWorkItemCallback postExecuteWorkItemCallback )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state , postExecuteWorkItemCallback ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <param name="workItemPriority">The work item priority</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem (
WorkItemCallback callback ,
object state ,
PostExecuteWorkItemCallback postExecuteWorkItemCallback ,
WorkItemPriority workItemPriority )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state , postExecuteWorkItemCallback , workItemPriority ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem (
WorkItemCallback callback ,
object state ,
PostExecuteWorkItemCallback postExecuteWorkItemCallback ,
CallToPostExecute callToPostExecute )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state , postExecuteWorkItemCallback , callToPostExecute ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <param name="state">
/// The context object of the work item. Used for passing arguments to the work item.
/// </param>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param>
/// <param name="workItemPriority">The work item priority</param>
/// <returns>Returns a work item result</returns>
public IWorkItemResult QueueWorkItem (
WorkItemCallback callback ,
object state ,
PostExecuteWorkItemCallback postExecuteWorkItemCallback ,
CallToPostExecute callToPostExecute ,
WorkItemPriority workItemPriority )
{
ValidateNotDisposed ( ) ;
ValidateCallback ( callback ) ;
WorkItem workItem = WorkItemFactory . CreateWorkItem ( this , _stpStartInfo , callback , state , postExecuteWorkItemCallback , callToPostExecute , workItemPriority ) ;
Enqueue ( workItem ) ;
return workItem . GetWorkItemResult ( ) ;
}
/// <summary>
/// Wait for the thread pool to be idle
/// </summary>
public void WaitForIdle ( )
{
WaitForIdle ( Timeout . Infinite ) ;
}
/// <summary>
/// Wait for the thread pool to be idle
/// </summary>
public bool WaitForIdle ( TimeSpan timeout )
{
return WaitForIdle ( ( int ) timeout . TotalMilliseconds ) ;
}
/// <summary>
/// Wait for the thread pool to be idle
/// </summary>
public bool WaitForIdle ( int millisecondsTimeout )
{
ValidateWaitForIdle ( ) ;
return _isIdleWaitHandle . WaitOne ( millisecondsTimeout , false ) ;
}
private void ValidateWaitForIdle ( )
{
if ( _smartThreadPool = = this )
{
throw new NotSupportedException (
"WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock" ) ;
}
}
internal void ValidateWorkItemsGroupWaitForIdle ( IWorkItemsGroup workItemsGroup )
{
ValidateWorkItemsGroupWaitForIdleImpl ( workItemsGroup , SmartThreadPool . _currentWorkItem ) ;
if ( ( null ! = workItemsGroup ) & &
( null ! = SmartThreadPool . _currentWorkItem ) & &
SmartThreadPool . _currentWorkItem . WasQueuedBy ( workItemsGroup ) )
{
throw new NotSupportedException ( "WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock" ) ;
}
}
[MethodImpl(MethodImplOptions.NoInlining)]
private void ValidateWorkItemsGroupWaitForIdleImpl ( IWorkItemsGroup workItemsGroup , WorkItem workItem )
{
if ( ( null ! = workItemsGroup ) & &
( null ! = workItem ) & &
workItem . WasQueuedBy ( workItemsGroup ) )
{
throw new NotSupportedException ( "WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock" ) ;
}
}
/// <summary>
/// Force the SmartThreadPool to shutdown
/// </summary>
public void Shutdown ( )
{
Shutdown ( true , 0 ) ;
}
public void Shutdown ( bool forceAbort , TimeSpan timeout )
{
Shutdown ( forceAbort , ( int ) timeout . TotalMilliseconds ) ;
}
/// <summary>
/// Empties the queue of work items and abort the threads in the pool.
/// </summary>
public void Shutdown ( bool forceAbort , int millisecondsTimeout )
{
V alidateNotDisposed ( ) ;
ISTPInstancePerformanceCounters pcs = _pcs ;
if ( NullSTPInstancePerformanceCounters . Instance ! = _pcs )
{
_pcs . Dispose ( ) ;
// Set the _pcs to "null" to stop updating the performance
// counters
_pcs = NullSTPInstancePerformanceCounters . Instance ;
}
Thread [ ] threads = null ;
lock ( _workerThreads . SyncRoot )
{
// Shutdown the work items queue
_workItemsQueue . Dispose ( ) ;
// Signal the threads to exit
_shutdown = true ;
_shuttingDownEvent . Set ( ) ;
// Make a copy of the threads' references in the pool
threads = new Thread [ _workerThreads . Count ] ;
_workerThreads . Keys . CopyTo ( threads , 0 ) ;
}
int millisecondsLeft = millisecondsTimeout ;
DateTime start = DateTime . Now ;
bool waitInfinitely = ( Timeout . Infinite = = millisecondsTimeout ) ;
bool timeout = false ;
// Each iteration we update the time left for the timeout.
foreach ( Thread thread in threads )
{
// Join don't work with negative numbers
if ( ! waitInfinitely & & ( millisecondsLeft < 0 ) )
{
timeout = true ;
break ;
}
// Wait for the thread to terminate
bool success = thread . Join ( millisecondsLeft ) ;
if ( ! success )
{
timeout = true ;
break ;
}
if ( ! waitInfinitely )
{
// Update the time left to wait
TimeSpan ts = DateTime . Now - start ;
millisecondsLeft = millisecondsTimeout - ( int ) ts . TotalMilliseconds ;
}
}
if ( timeout & & forceAbort )
{
// Abort the threads in the pool
foreach ( Thread thread in threads )
{
if ( ( thread ! = null ) & & thread . IsAlive )
{
try
{
thread . Abort ( "Shutdown" ) ;
}
catch ( SecurityException e )
{
e . GetHashCode ( ) ;
}
catch ( ThreadStateException ex )
{
ex . GetHashCode ( ) ;
// In case the thread has been terminated
// after the check if it is alive.
}
}
}
}
// Dispose of the performance counters
pcs . Dispose ( ) ;
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll (
IWorkItemResult [ ] workItemResults )
{
return WaitAll ( workItemResults , Timeout . Infinite , true ) ;
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll (
IWorkItemResult [ ] workItemResults ,
TimeSpan timeout ,
bool exitContext )
{
return WaitAll ( workItemResults , ( int ) timeout . TotalMilliseconds , exitContext ) ;
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll (
IWorkItemResult [ ] workItemResults ,
TimeSpan timeout ,
bool exitContext ,
WaitHandle cancelWaitHandle )
{
return WaitAll ( workItemResults , ( int ) timeout . TotalMilliseconds , exitContext , cancelWaitHandle ) ;
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll (
IWorkItemResult [ ] workItemResults ,
int millisecondsTimeout ,
bool exitContext )
{
return WorkItem . WaitAll ( workItemResults , millisecondsTimeout , exitContext , null ) ;
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll (
IWorkItemResult [ ] workItemResults ,
int millisecondsTimeout ,
bool exitContext ,
WaitHandle cancelWaitHandle )
{
return WorkItem . WaitAll ( workItemResults , millisecondsTimeout , exitContext , cancelWaitHandle ) ;
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if any of the work items has been canceled.
/// </returns>
public static int WaitAny (
IWorkItemResult [ ] workItemResults )
{
return WaitAny ( workItemResults , Timeout . Infinite , true ) ;
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny (
IWorkItemResult [ ] workItemResults ,
TimeSpan timeout ,
bool exitContext )
{
return WaitAny ( workItemResults , ( int ) timeout . TotalMilliseconds , exitContext ) ;
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny (
IWorkItemResult [ ] workItemResults ,
TimeSpan timeout ,
bool exitContext ,
WaitHandle cancelWaitHandle )
{
return WaitAny ( workItemResults , ( int ) timeout . TotalMilliseconds , exitContext , cancelWaitHandle ) ;
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny (
IWorkItemResult [ ] workItemResults ,
int millisecondsTimeout ,
bool exitContext )
{
return WorkItem . WaitAny ( workItemResults , millisecondsTimeout , exitContext , null ) ;
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="workItemResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny (
IWorkItemResult [ ] workItemResults ,
int millisecondsTimeout ,
bool exitContext ,
WaitHandle cancelWaitHandle )
{
return WorkItem . WaitAny ( workItemResults , millisecondsTimeout , exitContext , cancelWaitHandle ) ;
}
public IWorkItemsGroup CreateWorkItemsGroup ( int concurrency )
{
IWorkItemsGroup workItemsGroup = new WorkItemsGroup ( this , concurrency , _stpStartInfo ) ;
return workItemsGroup ;
}
public IWorkItemsGroup CreateWorkItemsGroup ( int concurrency , WIGStartInfo wigStartInfo )
{
IWorkItemsGroup workItemsGroup = new WorkItemsGroup ( this , concurrency , wigStartInfo ) ;
return workItemsGroup ;
}
public event WorkItemsGroupIdleHandler OnIdle
{
add
{
throw new NotImplementedException ( "This event is not implemented in the SmartThreadPool class. Please create a WorkItemsGroup in order to use this feature." ) ;
//_onIdle += value;
}
remove
{
throw new NotImplementedException ( "This event is not implemented in the SmartThreadPool class. Please create a WorkItemsGroup in order to use this feature." ) ;
//_onIdle -= value;
}
}
public void Cancel ( )
{
ICollection workItemsGroups = _workItemsGroups . Values ;
foreach ( WorkItemsGroup workItemsGroup in workItemsGroups )
{
workItemsGroup . Cancel ( ) ;
}
}
public void Start ( )
{
lock ( this )
{
if ( ! this . _stpStartInfo . StartSuspended )
{
return ;
}
_stpStartInfo . StartSuspended = false ;
}
ICollection workItemsGroups = _workItemsGroups . Values ;
foreach ( WorkItemsGroup workItemsGroup in workItemsGroups )
{
workItemsGroup . OnSTPIsStarting ( ) ;
}
StartOptimalNumberOfThreads ( ) ;
}
# endregion
#region Properties
/// <summary>
/// Get/Set the name of the SmartThreadPool instance
/// </summary>
public string Name
{
get
{
return _name ;
}
set
{
_name = value ;
}
}
/// <summary>
/// Get the lower limit of threads in the pool.
/// </summary>
public int MinThreads
{
get
{
ValidateNotDisposed ( ) ;
return _stpStartInfo . MinWorkerThreads ;
}
}
/// <summary>
/// Get the upper limit of threads in the pool.
/// </summary>
public int MaxThreads
{
get
{
ValidateNotDisposed ( ) ;
return _stpStartInfo . MaxWorkerThreads ;
}
}
/// <summary>
/// Get the number of threads in the thread pool.
/// Should be between the lower and the upper limits.
/// </summary>
public int ActiveThreads
{
get
{
ValidateNotDisposed ( ) ;
return _workerThreads . Count ;
}
}
/// <summary>
/// Get the number of busy (not idle) threads in the thread pool.
/// </summary>
public int InUseThreads
{
get
{
ValidateNotDisposed ( ) ;
return _inUseWorkerThreads ;
}
}
/// <summary>
/// Get the number of work items in the queue.
/// </summary>
public int WaitingCallbacks
{
get
{
ValidateNotDisposed ( ) ;
return _workItemsQueue . Count ;
}
}
public event EventHandler Idle
{
add
{
_stpIdle + = value ;
}
remove
{
_stpIdle - = value ;
}
}
# endregion
#region IDisposable Members
// ~SmartThreadPool()
// {
// Dispose();
// }
public void Dispose ( )
{
if ( ! _isDisposed )
{
if ( ! _shutdown )
{
Shutdown ( ) ;
}
if ( null ! = _shuttingDownEvent )
{
_shuttingDownEvent . Close ( ) ;
_shuttingDownEvent = null ;
}
_workerThreads . Clear ( ) ;
_isDisposed = true ;
GC . SuppressFinalize ( this ) ;
}
}
private void ValidateNotDisposed ( )
{
if ( _isDisposed )
{
throw new ObjectDisposedException ( GetType ( ) . ToString ( ) , "The SmartThreadPool has been shutdown" ) ;
}
}
# endregion
}
# endregion
}