Merge branch 'master' into bulletsim4

user_profiles
Robert Adams 2013-05-01 12:08:12 -07:00
commit fca4e4ec7c
45 changed files with 7291 additions and 4926 deletions

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@ -158,7 +158,7 @@ namespace OpenSim.Framework.Capabilities
/// capabilities and their handler details.
/// </summary>
/// <param name="excludeSeed">If true, then exclude the seed cap.</param>
public Hashtable GetCapsDetails(bool excludeSeed)
public Hashtable GetCapsDetails(bool excludeSeed, List<string> requestedCaps)
{
Hashtable caps = new Hashtable();
string protocol = "http://";
@ -175,6 +175,9 @@ namespace OpenSim.Framework.Capabilities
if (excludeSeed && "SEED" == capsName)
continue;
if (requestedCaps != null && !requestedCaps.Contains(capsName))
continue;
caps[capsName] = baseUrl + m_capsHandlers[capsName].Path;
}
}
@ -182,4 +185,4 @@ namespace OpenSim.Framework.Capabilities
return caps;
}
}
}
}

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@ -1840,7 +1840,7 @@ namespace OpenSim.Framework
case FireAndForgetMethod.SmartThreadPool:
if (m_ThreadPool == null)
InitThreadPool(15);
m_ThreadPool.QueueWorkItem(SmartThreadPoolCallback, new object[] { realCallback, obj });
m_ThreadPool.QueueWorkItem((cb, o) => cb(o), realCallback, obj);
break;
case FireAndForgetMethod.Thread:
Thread thread = new Thread(delegate(object o) { realCallback(o); });
@ -1910,15 +1910,15 @@ namespace OpenSim.Framework
return sb.ToString();
}
private static object SmartThreadPoolCallback(object o)
{
object[] array = (object[])o;
WaitCallback callback = (WaitCallback)array[0];
object obj = array[1];
callback(obj);
return null;
}
// private static object SmartThreadPoolCallback(object o)
// {
// object[] array = (object[])o;
// WaitCallback callback = (WaitCallback)array[0];
// object obj = array[1];
//
// callback(obj);
// return null;
// }
#endregion FireAndForget Threading Pattern

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@ -273,11 +273,22 @@ namespace OpenSim.Region.ClientStack.Linden
return string.Empty;
}
Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true);
OSDArray capsRequested = (OSDArray)OSDParser.DeserializeLLSDXml(request);
List<string> validCaps = new List<string>();
foreach (OSD c in capsRequested)
validCaps.Add(c.AsString());
Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true, validCaps);
// Add the external too
foreach (KeyValuePair<string, string> kvp in m_HostCapsObj.ExternalCapsHandlers)
{
if (!validCaps.Contains(kvp.Key))
continue;
caps[kvp.Key] = kvp.Value;
}
string result = LLSDHelpers.SerialiseLLSDReply(caps);

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@ -75,6 +75,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
[SetUp]
public void SetUp()
{
base.SetUp();
UUID userId = TestHelpers.ParseTail(0x3);
J2KDecoderModule j2kdm = new J2KDecoderModule();

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@ -47,10 +47,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
/// <summary>
private List<Scene> m_Scenelist = new List<Scene>();
// private Dictionary<UUID, Scene> m_AgentRegions =
// new Dictionary<UUID, Scene>();
private IMessageTransferModule m_TransferModule = null;
private IMessageTransferModule m_TransferModule;
private bool m_Enabled = true;
#region Region Module interface
@ -81,9 +79,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
// scene.RegisterModuleInterface<IInventoryTransferModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
// scene.EventManager.OnClientClosed += ClientLoggedOut;
scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
// scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
}
public void RegionLoaded(Scene scene)
@ -96,11 +92,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only");
m_Enabled = false;
m_Scenelist.Clear();
scene.EventManager.OnNewClient -= OnNewClient;
// scene.EventManager.OnClientClosed -= ClientLoggedOut;
// m_Scenelist.Clear();
// scene.EventManager.OnNewClient -= OnNewClient;
scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
}
}
}
@ -108,9 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
public void RemoveRegion(Scene scene)
{
scene.EventManager.OnNewClient -= OnNewClient;
// scene.EventManager.OnClientClosed -= ClientLoggedOut;
scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
m_Scenelist.Remove(scene);
}
@ -139,11 +131,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
// Inventory giving is conducted via instant message
client.OnInstantMessage += OnInstantMessage;
}
// protected void OnSetRootAgentScene(UUID id, Scene scene)
// {
// m_AgentRegions[id] = scene;
// }
private Scene FindClientScene(UUID agentId)
{
@ -188,9 +175,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
{
UUID folderID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[INVENTORY TRANSFER]: Inserting original folder {0} "+
"into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
m_log.DebugFormat(
"[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
InventoryFolderBase folderCopy
= scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero);
@ -213,7 +200,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
user.ControllingClient.SendBulkUpdateInventory(folderCopy);
// HACK!!
im.imSessionID = folderID.Guid;
// Insert the ID of the copied folder into the IM so that we know which item to move to trash if it
// is rejected.
// XXX: This is probably a misuse of the session ID slot.
im.imSessionID = copyID.Guid;
}
else
{
@ -243,7 +233,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
// HACK!!
im.imSessionID = itemID.Guid;
// Insert the ID of the copied item into the IM so that we know which item to move to trash if it
// is rejected.
// XXX: This is probably a misuse of the session ID slot.
im.imSessionID = copyID.Guid;
}
// Send the IM to the recipient. The item is already
@ -403,7 +396,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
{
folder = new InventoryFolderBase(inventoryID, client.AgentId);
folder = invService.GetFolder(folder);
if (folder != null & trashFolder != null)
{
previousParentFolderID = folder.ParentID;
@ -454,70 +447,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
}
}
// public bool NeedSceneCacheClear(UUID agentID, Scene scene)
// {
// if (!m_AgentRegions.ContainsKey(agentID))
// {
// // Since we can get here two ways, we need to scan
// // the scenes here. This is somewhat more expensive
// // but helps avoid a nasty bug
// //
//
// foreach (Scene s in m_Scenelist)
// {
// ScenePresence presence;
//
// if (s.TryGetScenePresence(agentID, out presence))
// {
// // If the agent is in this scene, then we
// // are being called twice in a single
// // teleport. This is wasteful of cycles
// // but harmless due to this 2nd level check
// //
// // If the agent is found in another scene
// // then the list wasn't current
// //
// // If the agent is totally unknown, then what
// // are we even doing here??
// //
// if (s == scene)
// {
// //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName);
// return true;
// }
// else
// {
// //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName);
// return false;
// }
// }
// }
// //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName);
// return true;
// }
//
// // The agent is left in current Scene, so we must be
// // going to another instance
// //
// if (m_AgentRegions[agentID] == scene)
// {
// //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName);
// m_AgentRegions.Remove(agentID);
// return true;
// }
//
// // Another region has claimed the agent
// //
// //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName);
// return false;
// }
//
// public void ClientLoggedOut(UUID agentID, Scene scene)
// {
// if (m_AgentRegions.ContainsKey(agentID))
// m_AgentRegions.Remove(agentID);
// }
/// <summary>
///
/// </summary>

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@ -0,0 +1,449 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net.Config;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Inventory.Transfer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests
{
[TestFixture]
public class InventoryTransferModuleTests : OpenSimTestCase
{
protected TestScene m_scene;
[SetUp]
public override void SetUp()
{
base.SetUp();
IConfigSource config = new IniConfigSource();
config.AddConfig("Messaging");
config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule");
m_scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule());
}
[Test]
public void TestAcceptGivenItem()
{
// TestHelpers.EnableLogging();
UUID initialSessionId = TestHelpers.ParseTail(0x10);
UUID itemId = TestHelpers.ParseTail(0x100);
UUID assetId = TestHelpers.ParseTail(0x200);
UserAccount ua1
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw");
UserAccount ua2
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw");
ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1);
TestClient giverClient = (TestClient)giverSp.ControllingClient;
ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2);
TestClient receiverClient = (TestClient)receiverSp.ControllingClient;
// Create the object to test give
InventoryItemBase originalItem
= UserInventoryHelpers.CreateInventoryItem(
m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object);
byte[] giveImBinaryBucket = new byte[17];
byte[] itemIdBytes = itemId.GetBytes();
Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length);
GridInstantMessage giveIm
= new GridInstantMessage(
m_scene,
giverSp.UUID,
giverSp.Name,
receiverSp.UUID,
(byte)InstantMessageDialog.InventoryOffered,
false,
"inventory offered msg",
initialSessionId,
false,
Vector3.Zero,
giveImBinaryBucket,
true);
giverClient.HandleImprovedInstantMessage(giveIm);
// These details might not all be correct.
GridInstantMessage acceptIm
= new GridInstantMessage(
m_scene,
receiverSp.UUID,
receiverSp.Name,
giverSp.UUID,
(byte)InstantMessageDialog.InventoryAccepted,
false,
"inventory accepted msg",
initialSessionId,
false,
Vector3.Zero,
null,
true);
receiverClient.HandleImprovedInstantMessage(acceptIm);
// Test for item remaining in the giver's inventory (here we assume a copy item)
// TODO: Test no-copy items.
InventoryItemBase originalItemAfterGive
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj");
Assert.That(originalItemAfterGive, Is.Not.Null);
Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID));
// Test for item successfully making it into the receiver's inventory
InventoryItemBase receivedItem
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Objects/givenObj");
Assert.That(receivedItem, Is.Not.Null);
Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID));
// Test that on a delete, item still exists and is accessible for the giver.
m_scene.InventoryService.DeleteItems(receiverSp.UUID, new List<UUID>() { receivedItem.ID });
InventoryItemBase originalItemAfterDelete
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj");
Assert.That(originalItemAfterDelete, Is.Not.Null);
// TODO: Test scenario where giver deletes their item first.
}
/// <summary>
/// Test user rejection of a given item.
/// </summary>
/// <remarks>
/// A rejected item still ends up in the user's trash folder.
/// </remarks>
[Test]
public void TestRejectGivenItem()
{
// TestHelpers.EnableLogging();
UUID initialSessionId = TestHelpers.ParseTail(0x10);
UUID itemId = TestHelpers.ParseTail(0x100);
UUID assetId = TestHelpers.ParseTail(0x200);
UserAccount ua1
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw");
UserAccount ua2
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw");
ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1);
TestClient giverClient = (TestClient)giverSp.ControllingClient;
ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2);
TestClient receiverClient = (TestClient)receiverSp.ControllingClient;
// Create the object to test give
InventoryItemBase originalItem
= UserInventoryHelpers.CreateInventoryItem(
m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object);
GridInstantMessage receivedIm = null;
receiverClient.OnReceivedInstantMessage += im => receivedIm = im;
byte[] giveImBinaryBucket = new byte[17];
byte[] itemIdBytes = itemId.GetBytes();
Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length);
GridInstantMessage giveIm
= new GridInstantMessage(
m_scene,
giverSp.UUID,
giverSp.Name,
receiverSp.UUID,
(byte)InstantMessageDialog.InventoryOffered,
false,
"inventory offered msg",
initialSessionId,
false,
Vector3.Zero,
giveImBinaryBucket,
true);
giverClient.HandleImprovedInstantMessage(giveIm);
// These details might not all be correct.
// Session ID is now the created item ID (!)
GridInstantMessage rejectIm
= new GridInstantMessage(
m_scene,
receiverSp.UUID,
receiverSp.Name,
giverSp.UUID,
(byte)InstantMessageDialog.InventoryDeclined,
false,
"inventory declined msg",
new UUID(receivedIm.imSessionID),
false,
Vector3.Zero,
null,
true);
receiverClient.HandleImprovedInstantMessage(rejectIm);
// Test for item remaining in the giver's inventory (here we assume a copy item)
// TODO: Test no-copy items.
InventoryItemBase originalItemAfterGive
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj");
Assert.That(originalItemAfterGive, Is.Not.Null);
Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID));
// Test for item successfully making it into the receiver's inventory
InventoryItemBase receivedItem
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Trash/givenObj");
InventoryFolderBase trashFolder
= m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder);
Assert.That(receivedItem, Is.Not.Null);
Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID));
Assert.That(receivedItem.Folder, Is.EqualTo(trashFolder.ID));
// Test that on a delete, item still exists and is accessible for the giver.
m_scene.InventoryService.PurgeFolder(trashFolder);
InventoryItemBase originalItemAfterDelete
= UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj");
Assert.That(originalItemAfterDelete, Is.Not.Null);
}
[Test]
public void TestAcceptGivenFolder()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID initialSessionId = TestHelpers.ParseTail(0x10);
UUID folderId = TestHelpers.ParseTail(0x100);
UserAccount ua1
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw");
UserAccount ua2
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw");
ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1);
TestClient giverClient = (TestClient)giverSp.ControllingClient;
ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2);
TestClient receiverClient = (TestClient)receiverSp.ControllingClient;
InventoryFolderBase originalFolder
= UserInventoryHelpers.CreateInventoryFolder(
m_scene.InventoryService, giverSp.UUID, folderId, "f1", true);
byte[] giveImBinaryBucket = new byte[17];
giveImBinaryBucket[0] = (byte)AssetType.Folder;
byte[] itemIdBytes = folderId.GetBytes();
Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length);
GridInstantMessage giveIm
= new GridInstantMessage(
m_scene,
giverSp.UUID,
giverSp.Name,
receiverSp.UUID,
(byte)InstantMessageDialog.InventoryOffered,
false,
"inventory offered msg",
initialSessionId,
false,
Vector3.Zero,
giveImBinaryBucket,
true);
giverClient.HandleImprovedInstantMessage(giveIm);
// These details might not all be correct.
GridInstantMessage acceptIm
= new GridInstantMessage(
m_scene,
receiverSp.UUID,
receiverSp.Name,
giverSp.UUID,
(byte)InstantMessageDialog.InventoryAccepted,
false,
"inventory accepted msg",
initialSessionId,
false,
Vector3.Zero,
null,
true);
receiverClient.HandleImprovedInstantMessage(acceptIm);
// Test for item remaining in the giver's inventory (here we assume a copy item)
// TODO: Test no-copy items.
InventoryFolderBase originalFolderAfterGive
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1");
Assert.That(originalFolderAfterGive, Is.Not.Null);
Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID));
// Test for item successfully making it into the receiver's inventory
InventoryFolderBase receivedFolder
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "f1");
Assert.That(receivedFolder, Is.Not.Null);
Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID));
// Test that on a delete, item still exists and is accessible for the giver.
m_scene.InventoryService.DeleteFolders(receiverSp.UUID, new List<UUID>() { receivedFolder.ID });
InventoryFolderBase originalFolderAfterDelete
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1");
Assert.That(originalFolderAfterDelete, Is.Not.Null);
// TODO: Test scenario where giver deletes their item first.
}
/// <summary>
/// Test user rejection of a given item.
/// </summary>
/// <remarks>
/// A rejected item still ends up in the user's trash folder.
/// </remarks>
[Test]
public void TestRejectGivenFolder()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID initialSessionId = TestHelpers.ParseTail(0x10);
UUID folderId = TestHelpers.ParseTail(0x100);
UserAccount ua1
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw");
UserAccount ua2
= UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw");
ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1);
TestClient giverClient = (TestClient)giverSp.ControllingClient;
ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2);
TestClient receiverClient = (TestClient)receiverSp.ControllingClient;
// Create the folder to test give
InventoryFolderBase originalFolder
= UserInventoryHelpers.CreateInventoryFolder(
m_scene.InventoryService, giverSp.UUID, folderId, "f1", true);
GridInstantMessage receivedIm = null;
receiverClient.OnReceivedInstantMessage += im => receivedIm = im;
byte[] giveImBinaryBucket = new byte[17];
giveImBinaryBucket[0] = (byte)AssetType.Folder;
byte[] itemIdBytes = folderId.GetBytes();
Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length);
GridInstantMessage giveIm
= new GridInstantMessage(
m_scene,
giverSp.UUID,
giverSp.Name,
receiverSp.UUID,
(byte)InstantMessageDialog.InventoryOffered,
false,
"inventory offered msg",
initialSessionId,
false,
Vector3.Zero,
giveImBinaryBucket,
true);
giverClient.HandleImprovedInstantMessage(giveIm);
// These details might not all be correct.
// Session ID is now the created item ID (!)
GridInstantMessage rejectIm
= new GridInstantMessage(
m_scene,
receiverSp.UUID,
receiverSp.Name,
giverSp.UUID,
(byte)InstantMessageDialog.InventoryDeclined,
false,
"inventory declined msg",
new UUID(receivedIm.imSessionID),
false,
Vector3.Zero,
null,
true);
receiverClient.HandleImprovedInstantMessage(rejectIm);
// Test for item remaining in the giver's inventory (here we assume a copy item)
// TODO: Test no-copy items.
InventoryFolderBase originalFolderAfterGive
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1");
Assert.That(originalFolderAfterGive, Is.Not.Null);
Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID));
// Test for folder successfully making it into the receiver's inventory
InventoryFolderBase receivedFolder
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "Trash/f1");
InventoryFolderBase trashFolder
= m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder);
Assert.That(receivedFolder, Is.Not.Null);
Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID));
Assert.That(receivedFolder.ParentID, Is.EqualTo(trashFolder.ID));
// Test that on a delete, item still exists and is accessible for the giver.
m_scene.InventoryService.PurgeFolder(trashFolder);
InventoryFolderBase originalFolderAfterDelete
= UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1");
Assert.That(originalFolderAfterDelete, Is.Not.Null);
}
}
}

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@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Framework
{
caps.AppendFormat("** User {0}:\n", kvp.Key);
for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false).GetEnumerator(); kvp2.MoveNext(); )
for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); )
{
Uri uri = new Uri(kvp2.Value.ToString());
caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery);

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@ -97,6 +97,9 @@ public abstract class BSPhysObject : PhysicsActor
CollisionCollection = new CollisionEventUpdate();
CollisionsLastReported = CollisionCollection;
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = -1;
SubscribedEventsMs = 0;
CollidingStep = 0;
CollidingGroundStep = 0;

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@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
public interface IScriptWorkItem
{
bool Cancel();
void Abort();
bool Abort();
/// <summary>
/// Wait for the work item to complete.

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@ -564,9 +564,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public bool Stop(int timeout)
{
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}",
// ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks);
if (DebugLevel >= 1)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}",
ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks);
IScriptWorkItem workItem;

View File

@ -483,7 +483,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
/// <param name="instance"></param>
/// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param>
private void HandleScriptsAction<TKey>(
string[] cmdparams, Action<IScriptInstance> action, Func<IScriptInstance, TKey> keySelector)
string[] cmdparams, Action<IScriptInstance> action, System.Func<IScriptInstance, TKey> keySelector)
{
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
return;
@ -1517,7 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
startInfo.MaxWorkerThreads = maxThreads;
startInfo.MinWorkerThreads = minThreads;
startInfo.ThreadPriority = threadPriority;;
startInfo.StackSize = stackSize;
startInfo.MaxStackSize = stackSize;
startInfo.StartSuspended = true;
m_ThreadPool = new SmartThreadPool(startInfo);

View File

@ -52,16 +52,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine
return wr.Cancel();
}
public void Abort()
public bool Abort()
{
wr.Abort();
return wr.Cancel(true);
}
public bool Wait(int t)
{
// We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the
// TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an
// int (32-bit) we can end up with bad values. This occurs on Windows though curious not on Mono 2.10.8
// int (32-bit) we can end up with bad values. This occurs on Windows though curiously not on Mono 2.10.8
// (or very likely other versions of Mono at least up until 3.0.3).
return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false);
}

View File

@ -171,11 +171,6 @@ namespace OpenSim.Server.Base
m_console = MainConsole.Instance;
// Configure the appenders for log4net
//
OpenSimAppender consoleAppender = null;
FileAppender fileAppender = null;
if (logConfig != null)
{
FileInfo cfg = new FileInfo(logConfig);

View File

@ -217,13 +217,38 @@ namespace OpenSim.Tests.Common
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
{
return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders);
}
/// <summary>
/// Create inventory folders starting from the user's root folder.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="folderId"></param>
/// <param name="path">
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
/// </param>
/// <param name="useExistingFolders">
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
/// </param>
/// <returns>
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path, useExistingFolders);
return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders);
}
/// <summary>
@ -235,6 +260,7 @@ namespace OpenSim.Tests.Common
/// TODO: May need to make it an option to create duplicate folders.
/// </remarks>
/// <param name="inventoryService"></param>
/// <param name="folderId">ID of the folder to create</param>
/// <param name="parentFolder"></param>
/// <param name="path">
/// The folder to create.
@ -249,7 +275,7 @@ namespace OpenSim.Tests.Common
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
@ -262,9 +288,16 @@ namespace OpenSim.Tests.Common
{
// Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name);
UUID folderIdForCreate;
if (components.Length > 1)
folderIdForCreate = UUID.Random();
else
folderIdForCreate = folderId;
folder
= new InventoryFolderBase(
UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(folder);
}
@ -274,7 +307,7 @@ namespace OpenSim.Tests.Common
// }
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, folder, components[1], useExistingFolders);
return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders);
else
return folder;
}

View File

@ -61,6 +61,7 @@ namespace OpenSim.Tests.Common.Mock
// Test client specific events - for use by tests to implement some IClientAPI behaviour.
public event Action<RegionInfo, Vector3, Vector3> OnReceivedMoveAgentIntoRegion;
public event Action<ulong, IPEndPoint> OnTestClientInformClientOfNeighbour;
public event Action<GridInstantMessage> OnReceivedInstantMessage;
// disable warning: public events, part of the public API
#pragma warning disable 67
@ -484,6 +485,18 @@ namespace OpenSim.Tests.Common.Mock
OnCompleteMovementToRegion(this, true);
}
/// <summary>
/// Emulate sending an IM from the viewer to the simulator.
/// </summary>
/// <param name='im'></param>
public void HandleImprovedInstantMessage(GridInstantMessage im)
{
ImprovedInstantMessage handlerInstantMessage = OnInstantMessage;
if (handlerInstantMessage != null)
handlerInstantMessage(this, im);
}
public virtual void ActivateGesture(UUID assetId, UUID gestureId)
{
}
@ -538,7 +551,8 @@ namespace OpenSim.Tests.Common.Mock
public void SendInstantMessage(GridInstantMessage im)
{
if (OnReceivedInstantMessage != null)
OnReceivedInstantMessage(im);
}
public void SendGenericMessage(string method, UUID invoice, List<string> message)

View File

@ -53,6 +53,9 @@ namespace OpenSim.Tests.Common.Mock
public XInventoryFolder[] GetFolders(string[] fields, string[] vals)
{
// Console.WriteLine(
// "Requesting folders, fields {0}, vals {1}", string.Join(",", fields), string.Join(",", vals));
List<XInventoryFolder> origFolders
= Get<XInventoryFolder>(fields, vals, m_allFolders.Values.ToList());
@ -104,7 +107,30 @@ namespace OpenSim.Tests.Common.Mock
}
public bool MoveItem(string id, string newParent) { throw new NotImplementedException(); }
public bool MoveFolder(string id, string newParent) { throw new NotImplementedException(); }
public bool MoveFolder(string id, string newParent)
{
// Don't use GetFolders() here - it takes a clone!
XInventoryFolder folder = m_allFolders[new UUID(id)];
if (folder == null)
return false;
folder.parentFolderID = new UUID(newParent);
XInventoryFolder[] newParentFolders
= GetFolders(new string[] { "folderID" }, new string[] { folder.parentFolderID.ToString() });
// Console.WriteLine(
// "Moved folder {0} {1}, to {2} {3}",
// folder.folderName, folder.folderID, newParentFolders[0].folderName, folder.parentFolderID);
// TODO: Really need to implement folder version incrementing, though this should be common code anyway,
// not reimplemented in each db plugin.
return true;
}
public XInventoryItem[] GetActiveGestures(UUID principalID) { throw new NotImplementedException(); }
public int GetAssetPermissions(UUID principalID, UUID assetID) { throw new NotImplementedException(); }
}

View File

@ -1,61 +0,0 @@
using System;
using System.Reflection;
using System.Runtime.InteropServices;
//
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
//
[assembly: AssemblyTitle("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
[assembly: CLSCompliant(true)]
//
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("0.7.6.*")]
//
// In order to sign your assembly you must specify a key to use. Refer to the
// Microsoft .NET Framework documentation for more information on assembly signing.
//
// Use the attributes below to control which key is used for signing.
//
// Notes:
// (*) If no key is specified, the assembly is not signed.
// (*) KeyName refers to a key that has been installed in the Crypto Service
// Provider (CSP) on your machine. KeyFile refers to a file which contains
// a key.
// (*) If the KeyFile and the KeyName values are both specified, the
// following processing occurs:
// (1) If the KeyName can be found in the CSP, that key is used.
// (2) If the KeyName does not exist and the KeyFile does exist, the key
// in the KeyFile is installed into the CSP and used.
// (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility.
// When specifying the KeyFile, the location of the KeyFile should be
// relative to the project output directory which is
// %Project Directory%\obj\<configuration>. For example, if your KeyFile is
// located in the project directory, you would specify the AssemblyKeyFile
// attribute as [assembly: AssemblyKeyFile("..\\..\\mykey.snk")]
// (*) Delay Signing is an advanced option - see the Microsoft .NET Framework
// documentation for more information on this.
//
[assembly: AssemblyDelaySign(false)]
[assembly: AssemblyKeyFile("")]
[assembly: AssemblyKeyName("")]

View File

@ -1,223 +1,138 @@
using System;
using System.Diagnostics;
using System.Threading;
using System.Reflection;
using System.Web;
using System.Runtime.Remoting.Messaging;
namespace Amib.Threading
{
#region CallerThreadContext class
/// <summary>
/// This class stores the caller call context in order to restore
/// it when the work item is executed in the thread pool environment.
/// </summary>
internal class CallerThreadContext
{
#region Prepare reflection information
// Cached type information.
private static MethodInfo getLogicalCallContextMethodInfo =
typeof(Thread).GetMethod("GetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic);
private static MethodInfo setLogicalCallContextMethodInfo =
typeof(Thread).GetMethod("SetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic);
private static string HttpContextSlotName = GetHttpContextSlotName();
private static string GetHttpContextSlotName()
{
FieldInfo fi = typeof(HttpContext).GetField("CallContextSlotName", BindingFlags.Static | BindingFlags.NonPublic);
if( fi != null )
return (string)fi.GetValue(null);
else // Use the default "HttpContext" slot name
return "HttpContext";
}
#endregion
#region Private fields
private HttpContext _httpContext = null;
private LogicalCallContext _callContext = null;
#endregion
/// <summary>
/// Constructor
/// </summary>
private CallerThreadContext()
{
}
public bool CapturedCallContext
{
get
{
return (null != _callContext);
}
}
public bool CapturedHttpContext
{
get
{
return (null != _httpContext);
}
}
/// <summary>
/// Captures the current thread context
/// </summary>
/// <returns></returns>
public static CallerThreadContext Capture(
bool captureCallContext,
bool captureHttpContext)
{
Debug.Assert(captureCallContext || captureHttpContext);
CallerThreadContext callerThreadContext = new CallerThreadContext();
// TODO: In NET 2.0, redo using the new feature of ExecutionContext class - Capture()
// Capture Call Context
if(captureCallContext && (getLogicalCallContextMethodInfo != null))
{
callerThreadContext._callContext = (LogicalCallContext)getLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, null);
if (callerThreadContext._callContext != null)
{
callerThreadContext._callContext = (LogicalCallContext)callerThreadContext._callContext.Clone();
}
}
// Capture httpContext
if (captureHttpContext && (null != HttpContext.Current))
{
callerThreadContext._httpContext = HttpContext.Current;
}
return callerThreadContext;
}
/// <summary>
/// Applies the thread context stored earlier
/// </summary>
/// <param name="callerThreadContext"></param>
public static void Apply(CallerThreadContext callerThreadContext)
{
if (null == callerThreadContext)
{
throw new ArgumentNullException("callerThreadContext");
}
// Todo: In NET 2.0, redo using the new feature of ExecutionContext class - Run()
// Restore call context
if ((callerThreadContext._callContext != null) && (setLogicalCallContextMethodInfo != null))
{
setLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, new object[] { callerThreadContext._callContext });
}
// Restore HttpContext
if (callerThreadContext._httpContext != null)
{
CallContext.SetData(HttpContextSlotName, callerThreadContext._httpContext);
}
}
}
#endregion
}
/*
// Ami Bar
// amibar@gmail.com
using System;
using System.Threading;
using System.Globalization;
using System.Security.Principal;
using System.Reflection;
using System.Runtime.Remoting.Contexts;
namespace Amib.Threading.Internal
{
#region CallerThreadContext class
/// <summary>
/// This class stores the caller thread context in order to restore
/// it when the work item is executed in the context of the thread
/// from the pool.
/// Note that we can't store the thread's CompressedStack, because
/// it throws a security exception
/// </summary>
public class CallerThreadContext
{
private CultureInfo _culture = null;
private CultureInfo _cultureUI = null;
private IPrincipal _principal;
private System.Runtime.Remoting.Contexts.Context _context;
private static FieldInfo _fieldInfo = GetFieldInfo();
private static FieldInfo GetFieldInfo()
{
Type threadType = typeof(Thread);
return threadType.GetField(
"m_Context",
BindingFlags.Instance | BindingFlags.NonPublic);
}
/// <summary>
/// Constructor
/// </summary>
private CallerThreadContext()
{
}
/// <summary>
/// Captures the current thread context
/// </summary>
/// <returns></returns>
public static CallerThreadContext Capture()
{
CallerThreadContext callerThreadContext = new CallerThreadContext();
Thread thread = Thread.CurrentThread;
callerThreadContext._culture = thread.CurrentCulture;
callerThreadContext._cultureUI = thread.CurrentUICulture;
callerThreadContext._principal = Thread.CurrentPrincipal;
callerThreadContext._context = Thread.CurrentContext;
return callerThreadContext;
}
/// <summary>
/// Applies the thread context stored earlier
/// </summary>
/// <param name="callerThreadContext"></param>
public static void Apply(CallerThreadContext callerThreadContext)
{
Thread thread = Thread.CurrentThread;
thread.CurrentCulture = callerThreadContext._culture;
thread.CurrentUICulture = callerThreadContext._cultureUI;
Thread.CurrentPrincipal = callerThreadContext._principal;
// Uncomment the following block to enable the Thread.CurrentThread
/*
if (null != _fieldInfo)
{
_fieldInfo.SetValue(
Thread.CurrentThread,
callerThreadContext._context);
}
* /
}
}
#endregion
}
*/
#if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE)
using System;
using System.Diagnostics;
using System.Threading;
using System.Reflection;
using System.Web;
using System.Runtime.Remoting.Messaging;
namespace Amib.Threading.Internal
{
#region CallerThreadContext class
/// <summary>
/// This class stores the caller call context in order to restore
/// it when the work item is executed in the thread pool environment.
/// </summary>
internal class CallerThreadContext
{
#region Prepare reflection information
// Cached type information.
private static readonly MethodInfo getLogicalCallContextMethodInfo =
typeof(Thread).GetMethod("GetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic);
private static readonly MethodInfo setLogicalCallContextMethodInfo =
typeof(Thread).GetMethod("SetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic);
private static string HttpContextSlotName = GetHttpContextSlotName();
private static string GetHttpContextSlotName()
{
FieldInfo fi = typeof(HttpContext).GetField("CallContextSlotName", BindingFlags.Static | BindingFlags.NonPublic);
if (fi != null)
{
return (string) fi.GetValue(null);
}
return "HttpContext";
}
#endregion
#region Private fields
private HttpContext _httpContext;
private LogicalCallContext _callContext;
#endregion
/// <summary>
/// Constructor
/// </summary>
private CallerThreadContext()
{
}
public bool CapturedCallContext
{
get
{
return (null != _callContext);
}
}
public bool CapturedHttpContext
{
get
{
return (null != _httpContext);
}
}
/// <summary>
/// Captures the current thread context
/// </summary>
/// <returns></returns>
public static CallerThreadContext Capture(
bool captureCallContext,
bool captureHttpContext)
{
Debug.Assert(captureCallContext || captureHttpContext);
CallerThreadContext callerThreadContext = new CallerThreadContext();
// TODO: In NET 2.0, redo using the new feature of ExecutionContext class - Capture()
// Capture Call Context
if(captureCallContext && (getLogicalCallContextMethodInfo != null))
{
callerThreadContext._callContext = (LogicalCallContext)getLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, null);
if (callerThreadContext._callContext != null)
{
callerThreadContext._callContext = (LogicalCallContext)callerThreadContext._callContext.Clone();
}
}
// Capture httpContext
if (captureHttpContext && (null != HttpContext.Current))
{
callerThreadContext._httpContext = HttpContext.Current;
}
return callerThreadContext;
}
/// <summary>
/// Applies the thread context stored earlier
/// </summary>
/// <param name="callerThreadContext"></param>
public static void Apply(CallerThreadContext callerThreadContext)
{
if (null == callerThreadContext)
{
throw new ArgumentNullException("callerThreadContext");
}
// Todo: In NET 2.0, redo using the new feature of ExecutionContext class - Run()
// Restore call context
if ((callerThreadContext._callContext != null) && (setLogicalCallContextMethodInfo != null))
{
setLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, new object[] { callerThreadContext._callContext });
}
// Restore HttpContext
if (callerThreadContext._httpContext != null)
{
HttpContext.Current = callerThreadContext._httpContext;
//CallContext.SetData(HttpContextSlotName, callerThreadContext._httpContext);
}
}
}
#endregion
}
#endif

View File

@ -0,0 +1,14 @@
namespace Amib.Threading.Internal
{
internal class CanceledWorkItemsGroup
{
public readonly static CanceledWorkItemsGroup NotCanceledWorkItemsGroup = new CanceledWorkItemsGroup();
public CanceledWorkItemsGroup()
{
IsCanceled = false;
}
public bool IsCanceled { get; set; }
}
}

View File

@ -0,0 +1,104 @@
#if (_WINDOWS_CE)
using System;
using System.Runtime.InteropServices;
using System.Threading;
namespace Amib.Threading.Internal
{
/// <summary>
/// EventWaitHandle class
/// In WindowsCE this class doesn't exist and I needed the WaitAll and WaitAny implementation.
/// So I wrote this class to implement these two methods with some of their overloads.
/// It uses the WaitForMultipleObjects API to do the WaitAll and WaitAny.
/// Note that this class doesn't even inherit from WaitHandle!
/// </summary>
public class STPEventWaitHandle
{
#region Public Constants
public const int WaitTimeout = Timeout.Infinite;
#endregion
#region Private External Constants
private const Int32 WAIT_FAILED = -1;
private const Int32 WAIT_TIMEOUT = 0x102;
private const UInt32 INFINITE = 0xFFFFFFFF;
#endregion
#region WaitAll and WaitAny
internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext)
{
return waitHandle.WaitOne(millisecondsTimeout, exitContext);
}
private static IntPtr[] PrepareNativeHandles(WaitHandle[] waitHandles)
{
IntPtr[] nativeHandles = new IntPtr[waitHandles.Length];
for (int i = 0; i < waitHandles.Length; i++)
{
nativeHandles[i] = waitHandles[i].Handle;
}
return nativeHandles;
}
public static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
uint timeout = millisecondsTimeout < 0 ? INFINITE : (uint)millisecondsTimeout;
IntPtr[] nativeHandles = PrepareNativeHandles(waitHandles);
int result = WaitForMultipleObjects((uint)waitHandles.Length, nativeHandles, true, timeout);
if (result == WAIT_TIMEOUT || result == WAIT_FAILED)
{
return false;
}
return true;
}
public static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
uint timeout = millisecondsTimeout < 0 ? INFINITE : (uint)millisecondsTimeout;
IntPtr[] nativeHandles = PrepareNativeHandles(waitHandles);
int result = WaitForMultipleObjects((uint)waitHandles.Length, nativeHandles, false, timeout);
if (result >= 0 && result < waitHandles.Length)
{
return result;
}
return -1;
}
public static int WaitAny(WaitHandle[] waitHandles)
{
return WaitAny(waitHandles, Timeout.Infinite, false);
}
public static int WaitAny(WaitHandle[] waitHandles, TimeSpan timeout, bool exitContext)
{
int millisecondsTimeout = (int)timeout.TotalMilliseconds;
return WaitAny(waitHandles, millisecondsTimeout, false);
}
#endregion
#region External methods
[DllImport("coredll.dll", SetLastError = true)]
public static extern int WaitForMultipleObjects(uint nCount, IntPtr[] lpHandles, bool fWaitAll, uint dwMilliseconds);
#endregion
}
}
#endif

View File

@ -0,0 +1,82 @@
using System.Threading;
#if (_WINDOWS_CE)
using System;
using System.Runtime.InteropServices;
#endif
namespace Amib.Threading.Internal
{
/// <summary>
/// EventWaitHandleFactory class.
/// This is a static class that creates AutoResetEvent and ManualResetEvent objects.
/// In WindowCE the WaitForMultipleObjects API fails to use the Handle property
/// of XxxResetEvent. It can use only handles that were created by the CreateEvent API.
/// Consequently this class creates the needed XxxResetEvent and replaces the handle if
/// it's a WindowsCE OS.
/// </summary>
public static class EventWaitHandleFactory
{
/// <summary>
/// Create a new AutoResetEvent object
/// </summary>
/// <returns>Return a new AutoResetEvent object</returns>
public static AutoResetEvent CreateAutoResetEvent()
{
AutoResetEvent waitHandle = new AutoResetEvent(false);
#if (_WINDOWS_CE)
ReplaceEventHandle(waitHandle, false, false);
#endif
return waitHandle;
}
/// <summary>
/// Create a new ManualResetEvent object
/// </summary>
/// <returns>Return a new ManualResetEvent object</returns>
public static ManualResetEvent CreateManualResetEvent(bool initialState)
{
ManualResetEvent waitHandle = new ManualResetEvent(initialState);
#if (_WINDOWS_CE)
ReplaceEventHandle(waitHandle, true, initialState);
#endif
return waitHandle;
}
#if (_WINDOWS_CE)
/// <summary>
/// Replace the event handle
/// </summary>
/// <param name="waitHandle">The WaitHandle object which its handle needs to be replaced.</param>
/// <param name="manualReset">Indicates if the event is a ManualResetEvent (true) or an AutoResetEvent (false)</param>
/// <param name="initialState">The initial state of the event</param>
private static void ReplaceEventHandle(WaitHandle waitHandle, bool manualReset, bool initialState)
{
// Store the old handle
IntPtr oldHandle = waitHandle.Handle;
// Create a new event
IntPtr newHandle = CreateEvent(IntPtr.Zero, manualReset, initialState, null);
// Replace the old event with the new event
waitHandle.Handle = newHandle;
// Close the old event
CloseHandle (oldHandle);
}
[DllImport("coredll.dll", SetLastError = true)]
public static extern IntPtr CreateEvent(IntPtr lpEventAttributes, bool bManualReset, bool bInitialState, string lpName);
//Handle
[DllImport("coredll.dll", SetLastError = true)]
public static extern bool CloseHandle(IntPtr hObject);
#endif
}
}

View File

@ -1,81 +1,111 @@
// Ami Bar
// amibar@gmail.com
using System;
using System.Runtime.Serialization;
namespace Amib.Threading
{
#region Exceptions
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been canceled
/// </summary>
[Serializable]
public sealed class WorkItemCancelException : ApplicationException
{
public WorkItemCancelException() : base()
{
}
public WorkItemCancelException(string message) : base(message)
{
}
public WorkItemCancelException(string message, Exception e) : base(message, e)
{
}
public WorkItemCancelException(SerializationInfo si, StreamingContext sc) : base(si, sc)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
[Serializable]
public sealed class WorkItemTimeoutException : ApplicationException
{
public WorkItemTimeoutException() : base()
{
}
public WorkItemTimeoutException(string message) : base(message)
{
}
public WorkItemTimeoutException(string message, Exception e) : base(message, e)
{
}
public WorkItemTimeoutException(SerializationInfo si, StreamingContext sc) : base(si, sc)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
[Serializable]
public sealed class WorkItemResultException : ApplicationException
{
public WorkItemResultException() : base()
{
}
public WorkItemResultException(string message) : base(message)
{
}
public WorkItemResultException(string message, Exception e) : base(message, e)
{
}
public WorkItemResultException(SerializationInfo si, StreamingContext sc) : base(si, sc)
{
}
}
#endregion
}
using System;
#if !(_WINDOWS_CE)
using System.Runtime.Serialization;
#endif
namespace Amib.Threading
{
#region Exceptions
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been canceled
/// </summary>
public sealed partial class WorkItemCancelException : Exception
{
public WorkItemCancelException()
{
}
public WorkItemCancelException(string message)
: base(message)
{
}
public WorkItemCancelException(string message, Exception e)
: base(message, e)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
public sealed partial class WorkItemTimeoutException : Exception
{
public WorkItemTimeoutException()
{
}
public WorkItemTimeoutException(string message)
: base(message)
{
}
public WorkItemTimeoutException(string message, Exception e)
: base(message, e)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
public sealed partial class WorkItemResultException : Exception
{
public WorkItemResultException()
{
}
public WorkItemResultException(string message)
: base(message)
{
}
public WorkItemResultException(string message, Exception e)
: base(message, e)
{
}
}
#if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE)
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been canceled
/// </summary>
[Serializable]
public sealed partial class WorkItemCancelException
{
public WorkItemCancelException(SerializationInfo si, StreamingContext sc)
: base(si, sc)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
[Serializable]
public sealed partial class WorkItemTimeoutException
{
public WorkItemTimeoutException(SerializationInfo si, StreamingContext sc)
: base(si, sc)
{
}
}
/// <summary>
/// Represents an exception in case IWorkItemResult.GetResult has been timed out
/// </summary>
[Serializable]
public sealed partial class WorkItemResultException
{
public WorkItemResultException(SerializationInfo si, StreamingContext sc)
: base(si, sc)
{
}
}
#endif
#endregion
}

View File

@ -1,271 +1,628 @@
// Ami Bar
// amibar@gmail.com
using System;
using System.Threading;
namespace Amib.Threading
{
#region Delegates
/// <summary>
/// A delegate that represents the method to run as the work item
/// </summary>
/// <param name="state">A state object for the method to run</param>
public delegate object WorkItemCallback(object state);
/// <summary>
/// A delegate to call after the WorkItemCallback completed
/// </summary>
/// <param name="wir">The work item result object</param>
public delegate void PostExecuteWorkItemCallback(IWorkItemResult wir);
/// <summary>
/// A delegate to call when a WorkItemsGroup becomes idle
/// </summary>
/// <param name="workItemsGroup">A reference to the WorkItemsGroup that became idle</param>
public delegate void WorkItemsGroupIdleHandler(IWorkItemsGroup workItemsGroup);
#endregion
#region WorkItem Priority
public enum WorkItemPriority
{
Lowest,
BelowNormal,
Normal,
AboveNormal,
Highest,
}
#endregion
#region IHasWorkItemPriority interface
public interface IHasWorkItemPriority
{
WorkItemPriority WorkItemPriority { get; }
}
#endregion
#region IWorkItemsGroup interface
/// <summary>
/// IWorkItemsGroup interface
/// </summary>
public interface IWorkItemsGroup
{
/// <summary>
/// Get/Set the name of the WorkItemsGroup
/// </summary>
string Name { get; set; }
IWorkItemResult QueueWorkItem(WorkItemCallback callback);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, WorkItemPriority workItemPriority);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute);
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute, WorkItemPriority workItemPriority);
IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback);
IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state);
void WaitForIdle();
bool WaitForIdle(TimeSpan timeout);
bool WaitForIdle(int millisecondsTimeout);
int WaitingCallbacks { get; }
event WorkItemsGroupIdleHandler OnIdle;
void Cancel();
void Start();
}
#endregion
#region CallToPostExecute enumerator
[Flags]
public enum CallToPostExecute
{
Never = 0x00,
WhenWorkItemCanceled = 0x01,
WhenWorkItemNotCanceled = 0x02,
Always = WhenWorkItemCanceled | WhenWorkItemNotCanceled,
}
#endregion
#region IWorkItemResult interface
/// <summary>
/// IWorkItemResult interface
/// </summary>
public interface IWorkItemResult
{
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits.
/// </summary>
/// <returns>The result of the work item</returns>
object GetResult();
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
object GetResult(
int millisecondsTimeout,
bool exitContext);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
object GetResult(
TimeSpan timeout,
bool exitContext);
void Abort();
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</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 blocking if needed</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
object GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
object GetResult(
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits.
/// </summary>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
object GetResult(out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
object GetResult(
int millisecondsTimeout,
bool exitContext,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
object GetResult(
TimeSpan timeout,
bool exitContext,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</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 blocking if needed</param>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
object GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <returns>The result of the work item</returns>
/// <param name="e">Filled with the exception if one was thrown</param>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
object GetResult(
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle,
out Exception e);
/// <summary>
/// Gets an indication whether the asynchronous operation has completed.
/// </summary>
bool IsCompleted { get; }
/// <summary>
/// Gets an indication whether the asynchronous operation has been canceled.
/// </summary>
bool IsCanceled { get; }
/// <summary>
/// Gets a user-defined object that qualifies or contains information about an asynchronous operation.
/// </summary>
object State { get; }
/// <summary>
/// Cancel the work item if it didn't start running yet.
/// </summary>
/// <returns>Returns true on success or false if the work item is in progress or already completed</returns>
bool Cancel();
/// <summary>
/// Get the work item's priority
/// </summary>
WorkItemPriority WorkItemPriority { get; }
/// <summary>
/// Return the result, same as GetResult()
/// </summary>
object Result { get; }
/// <summary>
/// Returns the exception if occured otherwise returns null.
/// </summary>
object Exception { get; }
}
#endregion
}
using System;
using System.Threading;
namespace Amib.Threading
{
#region Delegates
/// <summary>
/// A delegate that represents the method to run as the work item
/// </summary>
/// <param name="state">A state object for the method to run</param>
public delegate object WorkItemCallback(object state);
/// <summary>
/// A delegate to call after the WorkItemCallback completed
/// </summary>
/// <param name="wir">The work item result object</param>
public delegate void PostExecuteWorkItemCallback(IWorkItemResult wir);
/// <summary>
/// A delegate to call after the WorkItemCallback completed
/// </summary>
/// <param name="wir">The work item result object</param>
public delegate void PostExecuteWorkItemCallback<TResult>(IWorkItemResult<TResult> wir);
/// <summary>
/// A delegate to call when a WorkItemsGroup becomes idle
/// </summary>
/// <param name="workItemsGroup">A reference to the WorkItemsGroup that became idle</param>
public delegate void WorkItemsGroupIdleHandler(IWorkItemsGroup workItemsGroup);
/// <summary>
/// A delegate to call after a thread is created, but before
/// it's first use.
/// </summary>
public delegate void ThreadInitializationHandler();
/// <summary>
/// A delegate to call when a thread is about to exit, after
/// it is no longer belong to the pool.
/// </summary>
public delegate void ThreadTerminationHandler();
#endregion
#region WorkItem Priority
/// <summary>
/// Defines the availeable priorities of a work item.
/// The higher the priority a work item has, the sooner
/// it will be executed.
/// </summary>
public enum WorkItemPriority
{
Lowest,
BelowNormal,
Normal,
AboveNormal,
Highest,
}
#endregion
#region IWorkItemsGroup interface
/// <summary>
/// IWorkItemsGroup interface
/// Created by SmartThreadPool.CreateWorkItemsGroup()
/// </summary>
public interface IWorkItemsGroup
{
/// <summary>
/// Get/Set the name of the WorkItemsGroup
/// </summary>
string Name { get; set; }
/// <summary>
/// Get/Set the maximum number of workitem that execute cocurrency on the thread pool
/// </summary>
int Concurrency { get; set; }
/// <summary>
/// Get the number of work items waiting in the queue.
/// </summary>
int WaitingCallbacks { get; }
/// <summary>
/// Get an array with all the state objects of the currently running items.
/// The array represents a snap shot and impact performance.
/// </summary>
object[] GetStates();
/// <summary>
/// Get the WorkItemsGroup start information
/// </summary>
WIGStartInfo WIGStartInfo { get; }
/// <summary>
/// Starts to execute work items
/// </summary>
void Start();
/// <summary>
/// Cancel all the work items.
/// Same as Cancel(false)
/// </summary>
void Cancel();
/// <summary>
/// Cancel all work items using thread abortion
/// </summary>
/// <param name="abortExecution">True to stop work items by raising ThreadAbortException</param>
void Cancel(bool abortExecution);
/// <summary>
/// Wait for all work item to complete.
/// </summary>
void WaitForIdle();
/// <summary>
/// Wait for all work item to complete, until timeout expired
/// </summary>
/// <param name="timeout">How long to wait for the work items to complete</param>
/// <returns>Returns true if work items completed within the timeout, otherwise false.</returns>
bool WaitForIdle(TimeSpan timeout);
/// <summary>
/// Wait for all work item to complete, until timeout expired
/// </summary>
/// <param name="millisecondsTimeout">How long to wait for the work items to complete in milliseconds</param>
/// <returns>Returns true if work items completed within the timeout, otherwise false.</returns>
bool WaitForIdle(int millisecondsTimeout);
/// <summary>
/// IsIdle is true when there are no work items running or queued.
/// </summary>
bool IsIdle { get; }
/// <summary>
/// This event is fired when all work items are completed.
/// (When IsIdle changes to true)
/// This event only work on WorkItemsGroup. On SmartThreadPool
/// it throws the NotImplementedException.
/// </summary>
event WorkItemsGroupIdleHandler OnIdle;
#region QueueWorkItem
/// <summary>
/// Queue a work item
/// </summary>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item result</returns>
IWorkItemResult QueueWorkItem(WorkItemCallback callback);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, WorkItemPriority workItemPriority);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute, WorkItemPriority workItemPriority);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback);
/// <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>
IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state);
#endregion
#region QueueWorkItem(Action<...>)
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem(Action action);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem (Action action, WorkItemPriority priority);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg, WorkItemPriority priority);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2>(Action<T1, T2> action, T1 arg1, T2 arg2);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2> (Action<T1, T2> action, T1 arg1, T2 arg2, WorkItemPriority priority);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2, T3>(Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2, T3> (Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3, WorkItemPriority priority);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2, T3, T4>(Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns>
IWorkItemResult QueueWorkItem<T1, T2, T3, T4> (Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, WorkItemPriority priority);
#endregion
#region QueueWorkItem(Func<...>)
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult&lt;TResult&gt; object.
/// its GetResult() returns a TResult object</returns>
IWorkItemResult<TResult> QueueWorkItem<TResult>(Func<TResult> func);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult&lt;TResult&gt; object.
/// its GetResult() returns a TResult object</returns>
IWorkItemResult<TResult> QueueWorkItem<T, TResult>(Func<T, TResult> func, T arg);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult&lt;TResult&gt; object.
/// its GetResult() returns a TResult object</returns>
IWorkItemResult<TResult> QueueWorkItem<T1, T2, TResult>(Func<T1, T2, TResult> func, T1 arg1, T2 arg2);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult&lt;TResult&gt; object.
/// its GetResult() returns a TResult object</returns>
IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, TResult>(Func<T1, T2, T3, TResult> func, T1 arg1, T2 arg2, T3 arg3);
/// <summary>
/// Queue a work item.
/// </summary>
/// <returns>Returns a IWorkItemResult&lt;TResult&gt; object.
/// its GetResult() returns a TResult object</returns>
IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, T4, TResult>(Func<T1, T2, T3, T4, TResult> func, T1 arg1, T2 arg2, T3 arg3, T4 arg4);
#endregion
}
#endregion
#region CallToPostExecute enumerator
[Flags]
public enum CallToPostExecute
{
/// <summary>
/// Never call to the PostExecute call back
/// </summary>
Never = 0x00,
/// <summary>
/// Call to the PostExecute only when the work item is cancelled
/// </summary>
WhenWorkItemCanceled = 0x01,
/// <summary>
/// Call to the PostExecute only when the work item is not cancelled
/// </summary>
WhenWorkItemNotCanceled = 0x02,
/// <summary>
/// Always call to the PostExecute
/// </summary>
Always = WhenWorkItemCanceled | WhenWorkItemNotCanceled,
}
#endregion
#region IWorkItemResult interface
/// <summary>
/// The common interface of IWorkItemResult and IWorkItemResult&lt;T&gt;
/// </summary>
public interface IWaitableResult
{
/// <summary>
/// This method intent is for internal use.
/// </summary>
/// <returns></returns>
IWorkItemResult GetWorkItemResult();
/// <summary>
/// This method intent is for internal use.
/// </summary>
/// <returns></returns>
IWorkItemResult<TResult> GetWorkItemResultT<TResult>();
}
/// <summary>
/// IWorkItemResult interface.
/// Created when a WorkItemCallback work item is queued.
/// </summary>
public interface IWorkItemResult : IWorkItemResult<object>
{
}
/// <summary>
/// IWorkItemResult&lt;TResult&gt; interface.
/// Created when a Func&lt;TResult&gt; work item is queued.
/// </summary>
public interface IWorkItemResult<TResult> : IWaitableResult
{
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits.
/// </summary>
/// <returns>The result of the work item</returns>
TResult GetResult();
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
TResult GetResult(
int millisecondsTimeout,
bool exitContext);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
TResult GetResult(
TimeSpan timeout,
bool exitContext);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</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 blocking if needed</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
TResult GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
TResult GetResult(
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits.
/// </summary>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
TResult GetResult(out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <param name="millisecondsTimeout"></param>
/// <param name="exitContext"></param>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
TResult GetResult(
int millisecondsTimeout,
bool exitContext,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout.
/// </summary>
/// <param name="exitContext"></param>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <param name="timeout"></param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
TResult GetResult(
TimeSpan timeout,
bool exitContext,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</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 blocking if needed</param>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <returns>The result of the work item</returns>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
TResult GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle,
out Exception e);
/// <summary>
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled.
/// </summary>
/// <returns>The result of the work item</returns>
/// <param name="cancelWaitHandle"></param>
/// <param name="e">Filled with the exception if one was thrown</param>
/// <param name="timeout"></param>
/// <param name="exitContext"></param>
/// On timeout throws WorkItemTimeoutException
/// On cancel throws WorkItemCancelException
TResult GetResult(
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle,
out Exception e);
/// <summary>
/// Gets an indication whether the asynchronous operation has completed.
/// </summary>
bool IsCompleted { get; }
/// <summary>
/// Gets an indication whether the asynchronous operation has been canceled.
/// </summary>
bool IsCanceled { get; }
/// <summary>
/// Gets the user-defined object that contains context data
/// for the work item method.
/// </summary>
object State { get; }
/// <summary>
/// Same as Cancel(false).
/// </summary>
bool Cancel();
/// <summary>
/// Cancel the work item execution.
/// If the work item is in the queue then it won't execute
/// If the work item is completed, it will remain completed
/// If the work item is in progress then the user can check the SmartThreadPool.IsWorkItemCanceled
/// property to check if the work item has been cancelled. If the abortExecution is set to true then
/// the Smart Thread Pool will send an AbortException to the running thread to stop the execution
/// of the work item. When an in progress work item is canceled its GetResult will throw WorkItemCancelException.
/// If the work item is already cancelled it will remain cancelled
/// </summary>
/// <param name="abortExecution">When true send an AbortException to the executing thread.</param>
/// <returns>Returns true if the work item was not completed, otherwise false.</returns>
bool Cancel(bool abortExecution);
/// <summary>
/// Get the work item's priority
/// </summary>
WorkItemPriority WorkItemPriority { get; }
/// <summary>
/// Return the result, same as GetResult()
/// </summary>
TResult Result { get; }
/// <summary>
/// Returns the exception if occured otherwise returns null.
/// </summary>
object Exception { get; }
}
#endregion
#region .NET 3.5
// All these delegate are built-in .NET 3.5
// Comment/Remove them when compiling to .NET 3.5 to avoid ambiguity.
public delegate void Action();
public delegate void Action<T1, T2>(T1 arg1, T2 arg2);
public delegate void Action<T1, T2, T3>(T1 arg1, T2 arg2, T3 arg3);
public delegate void Action<T1, T2, T3, T4>(T1 arg1, T2 arg2, T3 arg3, T4 arg4);
public delegate TResult Func<TResult>();
public delegate TResult Func<T, TResult>(T arg1);
public delegate TResult Func<T1, T2, TResult>(T1 arg1, T2 arg2);
public delegate TResult Func<T1, T2, T3, TResult>(T1 arg1, T2 arg2, T3 arg3);
public delegate TResult Func<T1, T2, T3, T4, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4);
#endregion
}

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namespace Amib.Threading.Internal
{
/// <summary>
/// An internal delegate to call when the WorkItem starts or completes
/// </summary>
internal delegate void WorkItemStateCallback(WorkItem workItem);
internal interface IInternalWorkItemResult
{
event WorkItemStateCallback OnWorkItemStarted;
event WorkItemStateCallback OnWorkItemCompleted;
}
internal interface IInternalWaitableResult
{
/// <summary>
/// This method is intent for internal use.
/// </summary>
IWorkItemResult GetWorkItemResult();
}
public interface IHasWorkItemPriority
{
WorkItemPriority WorkItemPriority { get; }
}
}

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@ -1,240 +1,239 @@
// Ami Bar
// amibar@gmail.com
using System;
using System.Collections;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
#region PriorityQueue class
/// <summary>
/// PriorityQueue class
/// This class is not thread safe because we use external lock
/// </summary>
public sealed class PriorityQueue : IEnumerable
{
#region Private members
/// <summary>
/// The number of queues, there is one for each type of priority
/// </summary>
private const int _queuesCount = WorkItemPriority.Highest-WorkItemPriority.Lowest+1;
/// <summary>
/// Work items queues. There is one for each type of priority
/// </summary>
private Queue [] _queues = new Queue[_queuesCount];
/// <summary>
/// The total number of work items within the queues
/// </summary>
private int _workItemsCount = 0;
/// <summary>
/// Use with IEnumerable interface
/// </summary>
private int _version = 0;
#endregion
#region Contructor
public PriorityQueue()
{
for(int i = 0; i < _queues.Length; ++i)
{
_queues[i] = new Queue();
}
}
#endregion
#region Methods
/// <summary>
/// Enqueue a work item.
/// </summary>
/// <param name="workItem">A work item</param>
public void Enqueue(IHasWorkItemPriority workItem)
{
Debug.Assert(null != workItem);
int queueIndex = _queuesCount-(int)workItem.WorkItemPriority-1;
Debug.Assert(queueIndex >= 0);
Debug.Assert(queueIndex < _queuesCount);
_queues[queueIndex].Enqueue(workItem);
++_workItemsCount;
++_version;
}
/// <summary>
/// Dequeque a work item.
/// </summary>
/// <returns>Returns the next work item</returns>
public IHasWorkItemPriority Dequeue()
{
IHasWorkItemPriority workItem = null;
if(_workItemsCount > 0)
{
int queueIndex = GetNextNonEmptyQueue(-1);
Debug.Assert(queueIndex >= 0);
workItem = _queues[queueIndex].Dequeue() as IHasWorkItemPriority;
Debug.Assert(null != workItem);
--_workItemsCount;
++_version;
}
return workItem;
}
/// <summary>
/// Find the next non empty queue starting at queue queueIndex+1
/// </summary>
/// <param name="queueIndex">The index-1 to start from</param>
/// <returns>
/// The index of the next non empty queue or -1 if all the queues are empty
/// </returns>
private int GetNextNonEmptyQueue(int queueIndex)
{
for(int i = queueIndex+1; i < _queuesCount; ++i)
{
if(_queues[i].Count > 0)
{
return i;
}
}
return -1;
}
/// <summary>
/// The number of work items
/// </summary>
public int Count
{
get
{
return _workItemsCount;
}
}
/// <summary>
/// Clear all the work items
/// </summary>
public void Clear()
{
if (_workItemsCount > 0)
{
foreach(Queue queue in _queues)
{
queue.Clear();
}
_workItemsCount = 0;
++_version;
}
}
#endregion
#region IEnumerable Members
/// <summary>
/// Returns an enumerator to iterate over the work items
/// </summary>
/// <returns>Returns an enumerator</returns>
public IEnumerator GetEnumerator()
{
return new PriorityQueueEnumerator(this);
}
#endregion
#region PriorityQueueEnumerator
/// <summary>
/// The class the implements the enumerator
/// </summary>
private class PriorityQueueEnumerator : IEnumerator
{
private PriorityQueue _priorityQueue;
private int _version;
private int _queueIndex;
private IEnumerator _enumerator;
public PriorityQueueEnumerator(PriorityQueue priorityQueue)
{
_priorityQueue = priorityQueue;
_version = _priorityQueue._version;
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1);
if (_queueIndex >= 0)
{
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
}
else
{
_enumerator = null;
}
}
#region IEnumerator Members
public void Reset()
{
_version = _priorityQueue._version;
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1);
if (_queueIndex >= 0)
{
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
}
else
{
_enumerator = null;
}
}
public object Current
{
get
{
Debug.Assert(null != _enumerator);
return _enumerator.Current;
}
}
public bool MoveNext()
{
if (null == _enumerator)
{
return false;
}
if(_version != _priorityQueue._version)
{
throw new InvalidOperationException("The collection has been modified");
}
if (!_enumerator.MoveNext())
{
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(_queueIndex);
if(-1 == _queueIndex)
{
return false;
}
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
_enumerator.MoveNext();
return true;
}
return true;
}
#endregion
}
#endregion
}
#endregion
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
#region PriorityQueue class
/// <summary>
/// PriorityQueue class
/// This class is not thread safe because we use external lock
/// </summary>
public sealed class PriorityQueue : IEnumerable
{
#region Private members
/// <summary>
/// The number of queues, there is one for each type of priority
/// </summary>
private const int _queuesCount = WorkItemPriority.Highest-WorkItemPriority.Lowest+1;
/// <summary>
/// Work items queues. There is one for each type of priority
/// </summary>
private readonly LinkedList<IHasWorkItemPriority>[] _queues = new LinkedList<IHasWorkItemPriority>[_queuesCount];
/// <summary>
/// The total number of work items within the queues
/// </summary>
private int _workItemsCount;
/// <summary>
/// Use with IEnumerable interface
/// </summary>
private int _version;
#endregion
#region Contructor
public PriorityQueue()
{
for(int i = 0; i < _queues.Length; ++i)
{
_queues[i] = new LinkedList<IHasWorkItemPriority>();
}
}
#endregion
#region Methods
/// <summary>
/// Enqueue a work item.
/// </summary>
/// <param name="workItem">A work item</param>
public void Enqueue(IHasWorkItemPriority workItem)
{
Debug.Assert(null != workItem);
int queueIndex = _queuesCount-(int)workItem.WorkItemPriority-1;
Debug.Assert(queueIndex >= 0);
Debug.Assert(queueIndex < _queuesCount);
_queues[queueIndex].AddLast(workItem);
++_workItemsCount;
++_version;
}
/// <summary>
/// Dequeque a work item.
/// </summary>
/// <returns>Returns the next work item</returns>
public IHasWorkItemPriority Dequeue()
{
IHasWorkItemPriority workItem = null;
if(_workItemsCount > 0)
{
int queueIndex = GetNextNonEmptyQueue(-1);
Debug.Assert(queueIndex >= 0);
workItem = _queues[queueIndex].First.Value;
_queues[queueIndex].RemoveFirst();
Debug.Assert(null != workItem);
--_workItemsCount;
++_version;
}
return workItem;
}
/// <summary>
/// Find the next non empty queue starting at queue queueIndex+1
/// </summary>
/// <param name="queueIndex">The index-1 to start from</param>
/// <returns>
/// The index of the next non empty queue or -1 if all the queues are empty
/// </returns>
private int GetNextNonEmptyQueue(int queueIndex)
{
for(int i = queueIndex+1; i < _queuesCount; ++i)
{
if(_queues[i].Count > 0)
{
return i;
}
}
return -1;
}
/// <summary>
/// The number of work items
/// </summary>
public int Count
{
get
{
return _workItemsCount;
}
}
/// <summary>
/// Clear all the work items
/// </summary>
public void Clear()
{
if (_workItemsCount > 0)
{
foreach(LinkedList<IHasWorkItemPriority> queue in _queues)
{
queue.Clear();
}
_workItemsCount = 0;
++_version;
}
}
#endregion
#region IEnumerable Members
/// <summary>
/// Returns an enumerator to iterate over the work items
/// </summary>
/// <returns>Returns an enumerator</returns>
public IEnumerator GetEnumerator()
{
return new PriorityQueueEnumerator(this);
}
#endregion
#region PriorityQueueEnumerator
/// <summary>
/// The class the implements the enumerator
/// </summary>
private class PriorityQueueEnumerator : IEnumerator
{
private readonly PriorityQueue _priorityQueue;
private int _version;
private int _queueIndex;
private IEnumerator _enumerator;
public PriorityQueueEnumerator(PriorityQueue priorityQueue)
{
_priorityQueue = priorityQueue;
_version = _priorityQueue._version;
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1);
if (_queueIndex >= 0)
{
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
}
else
{
_enumerator = null;
}
}
#region IEnumerator Members
public void Reset()
{
_version = _priorityQueue._version;
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1);
if (_queueIndex >= 0)
{
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
}
else
{
_enumerator = null;
}
}
public object Current
{
get
{
Debug.Assert(null != _enumerator);
return _enumerator.Current;
}
}
public bool MoveNext()
{
if (null == _enumerator)
{
return false;
}
if(_version != _priorityQueue._version)
{
throw new InvalidOperationException("The collection has been modified");
}
if (!_enumerator.MoveNext())
{
_queueIndex = _priorityQueue.GetNextNonEmptyQueue(_queueIndex);
if(-1 == _queueIndex)
{
return false;
}
_enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator();
_enumerator.MoveNext();
return true;
}
return true;
}
#endregion
}
#endregion
}
#endregion
}

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@ -0,0 +1,23 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
[assembly: AssemblyTitle("Amib.Threading")]
[assembly: AssemblyDescription("Smart Thread Pool")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Amib.Threading")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
[assembly: Guid("c764a3de-c4f8-434d-85b5-a09830d1e44f")]
[assembly: AssemblyVersion("2.2.3.0")]
#if (_PUBLISH)
[assembly: InternalsVisibleTo("STPTests,PublicKey=00240000048000009400000006020000002400005253413100040000010001004fe3d39add741ba7c8d52cd1eb0d94c7d79060ad956cbaff0e51c1dce94db10356b261778bc1ac3114b3218434da6fcd8416dd5507653809598f7d2afc422099ce4f6b7b0477f18e6c57c727ef2a7ab6ee56e6b4589fe44cb0e25f2875a3c65ab0383ee33c4dd93023f7ce1218bebc8b7a9a1dac878938f5c4f45ea74b6bd8ad")]
#else
[assembly: InternalsVisibleTo("STPTests")]
#endif

16
ThirdParty/SmartThreadPool/SLExt.cs vendored Normal file
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#if _SILVERLIGHT
using System.Threading;
namespace Amib.Threading
{
public enum ThreadPriority
{
Lowest,
BelowNormal,
Normal,
AboveNormal,
Highest,
}
}
#endif

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#if !(_WINDOWS_CE)
using System;
using System.Threading;
namespace Amib.Threading.Internal
{
#if _WINDOWS || WINDOWS_PHONE
internal static class STPEventWaitHandle
{
public const int WaitTimeout = Timeout.Infinite;
internal static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
return WaitHandle.WaitAll(waitHandles, millisecondsTimeout);
}
internal static int WaitAny(WaitHandle[] waitHandles)
{
return WaitHandle.WaitAny(waitHandles);
}
internal static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
return WaitHandle.WaitAny(waitHandles, millisecondsTimeout);
}
internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext)
{
return waitHandle.WaitOne(millisecondsTimeout);
}
}
#else
internal static class STPEventWaitHandle
{
public const int WaitTimeout = Timeout.Infinite;
internal static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
return WaitHandle.WaitAll(waitHandles, millisecondsTimeout, exitContext);
}
internal static int WaitAny(WaitHandle[] waitHandles)
{
return WaitHandle.WaitAny(waitHandles);
}
internal static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext)
{
return WaitHandle.WaitAny(waitHandles, millisecondsTimeout, exitContext);
}
internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext)
{
return waitHandle.WaitOne(millisecondsTimeout, exitContext);
}
}
#endif
}
#endif

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@ -1,354 +1,448 @@
using System;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
internal enum STPPerformanceCounterType
{
// Fields
ActiveThreads = 0,
InUseThreads = 1,
OverheadThreads = 2,
OverheadThreadsPercent = 3,
OverheadThreadsPercentBase = 4,
WorkItems = 5,
WorkItemsInQueue = 6,
WorkItemsProcessed = 7,
WorkItemsQueuedPerSecond = 8,
WorkItemsProcessedPerSecond = 9,
AvgWorkItemWaitTime = 10,
AvgWorkItemWaitTimeBase = 11,
AvgWorkItemProcessTime = 12,
AvgWorkItemProcessTimeBase = 13,
WorkItemsGroups = 14,
LastCounter = 14,
}
/// <summary>
/// Summary description for STPPerformanceCounter.
/// </summary>
internal class STPPerformanceCounter
{
// Fields
private PerformanceCounterType _pcType;
protected string _counterHelp;
protected string _counterName;
// Methods
public STPPerformanceCounter(
string counterName,
string counterHelp,
PerformanceCounterType pcType)
{
this._counterName = counterName;
this._counterHelp = counterHelp;
this._pcType = pcType;
}
public void AddCounterToCollection(CounterCreationDataCollection counterData)
{
CounterCreationData counterCreationData = new CounterCreationData(
_counterName,
_counterHelp,
_pcType);
counterData.Add(counterCreationData);
}
// Properties
public string Name
{
get
{
return _counterName;
}
}
}
internal class STPPerformanceCounters
{
// Fields
internal STPPerformanceCounter[] _stpPerformanceCounters;
private static STPPerformanceCounters _instance;
internal const string _stpCategoryHelp = "SmartThreadPool performance counters";
internal const string _stpCategoryName = "SmartThreadPool";
// Methods
static STPPerformanceCounters()
{
_instance = new STPPerformanceCounters();
}
private STPPerformanceCounters()
{
STPPerformanceCounter[] stpPerformanceCounters = new STPPerformanceCounter[]
{
new STPPerformanceCounter("Active threads", "The current number of available in the thread pool.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("In use threads", "The current number of threads that execute a work item.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Overhead threads", "The current number of threads that are active, but are not in use.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("% overhead threads", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawFraction),
new STPPerformanceCounter("% overhead threads base", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawBase),
new STPPerformanceCounter("Work Items", "The number of work items in the Smart Thread Pool. Both queued and processed.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items in queue", "The current number of work items in the queue", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items processed", "The number of work items already processed", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items queued/sec", "The number of work items queued per second", PerformanceCounterType.RateOfCountsPerSecond32),
new STPPerformanceCounter("Work Items processed/sec", "The number of work items processed per second", PerformanceCounterType.RateOfCountsPerSecond32),
new STPPerformanceCounter("Avg. Work Item wait time/sec", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageCount64),
new STPPerformanceCounter("Avg. Work Item wait time base", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageBase),
new STPPerformanceCounter("Avg. Work Item process time/sec", "The average time it takes to process a work item.", PerformanceCounterType.AverageCount64),
new STPPerformanceCounter("Avg. Work Item process time base", "The average time it takes to process a work item.", PerformanceCounterType.AverageBase),
new STPPerformanceCounter("Work Items Groups", "The current number of work item groups associated with the Smart Thread Pool.", PerformanceCounterType.NumberOfItems32),
};
_stpPerformanceCounters = stpPerformanceCounters;
SetupCategory();
}
private void SetupCategory()
{
if (!PerformanceCounterCategory.Exists(_stpCategoryName))
{
CounterCreationDataCollection counters = new CounterCreationDataCollection();
for (int i = 0; i < _stpPerformanceCounters.Length; i++)
{
_stpPerformanceCounters[i].AddCounterToCollection(counters);
}
// *********** Remark for .NET 2.0 ***********
// If you are here, it means you got the warning that this overload
// of the method is deprecated in .NET 2.0. To use the correct
// method overload, uncomment the third argument of
// the method.
#pragma warning disable 0618
PerformanceCounterCategory.Create(
_stpCategoryName,
_stpCategoryHelp,
//PerformanceCounterCategoryType.MultiInstance,
counters);
#pragma warning restore 0618
}
}
// Properties
public static STPPerformanceCounters Instance
{
get
{
return _instance;
}
}
}
internal class STPInstancePerformanceCounter : IDisposable
{
// Fields
private PerformanceCounter _pcs;
// Methods
protected STPInstancePerformanceCounter()
{
}
public STPInstancePerformanceCounter(
string instance,
STPPerformanceCounterType spcType)
{
STPPerformanceCounters counters = STPPerformanceCounters.Instance;
_pcs = new PerformanceCounter(
STPPerformanceCounters._stpCategoryName,
counters._stpPerformanceCounters[(int) spcType].Name,
instance,
false);
_pcs.RawValue = _pcs.RawValue;
}
~STPInstancePerformanceCounter()
{
Close();
}
public void Close()
{
if (_pcs != null)
{
_pcs.RemoveInstance();
_pcs.Close();
_pcs = null;
}
}
public void Dispose()
{
Close();
GC.SuppressFinalize(this);
}
public virtual void Increment()
{
_pcs.Increment();
}
public virtual void IncrementBy(long val)
{
_pcs.IncrementBy(val);
}
public virtual void Set(long val)
{
_pcs.RawValue = val;
}
}
internal class STPInstanceNullPerformanceCounter : STPInstancePerformanceCounter
{
// Methods
public STPInstanceNullPerformanceCounter() {}
public override void Increment() {}
public override void IncrementBy(long value) {}
public override void Set(long val) {}
}
internal interface ISTPInstancePerformanceCounters : IDisposable
{
void Close();
void SampleThreads(long activeThreads, long inUseThreads);
void SampleWorkItems(long workItemsQueued, long workItemsProcessed);
void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime);
void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime);
}
internal class STPInstancePerformanceCounters : ISTPInstancePerformanceCounters, IDisposable
{
// Fields
private STPInstancePerformanceCounter[] _pcs;
private static STPInstancePerformanceCounter _stpInstanceNullPerformanceCounter;
// Methods
static STPInstancePerformanceCounters()
{
_stpInstanceNullPerformanceCounter = new STPInstanceNullPerformanceCounter();
}
public STPInstancePerformanceCounters(string instance)
{
_pcs = new STPInstancePerformanceCounter[(int)STPPerformanceCounterType.LastCounter];
// STPPerformanceCounters counters = STPPerformanceCounters.Instance;
for (int i = 0; i < _pcs.Length; i++)
{
if (instance != null)
{
_pcs[i] = new STPInstancePerformanceCounter(
instance,
(STPPerformanceCounterType) i);
}
else
{
_pcs[i] = _stpInstanceNullPerformanceCounter;
}
}
}
public void Close()
{
if (null != _pcs)
{
for (int i = 0; i < _pcs.Length; i++)
{
if (null != _pcs[i])
{
_pcs[i].Close();
}
}
_pcs = null;
}
}
~STPInstancePerformanceCounters()
{
Close();
}
public void Dispose()
{
Close();
GC.SuppressFinalize(this);
}
private STPInstancePerformanceCounter GetCounter(STPPerformanceCounterType spcType)
{
return _pcs[(int) spcType];
}
public void SampleThreads(long activeThreads, long inUseThreads)
{
GetCounter(STPPerformanceCounterType.ActiveThreads).Set(activeThreads);
GetCounter(STPPerformanceCounterType.InUseThreads).Set(inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreads).Set(activeThreads-inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreadsPercentBase).Set(activeThreads-inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreadsPercent).Set(inUseThreads);
}
public void SampleWorkItems(long workItemsQueued, long workItemsProcessed)
{
GetCounter(STPPerformanceCounterType.WorkItems).Set(workItemsQueued+workItemsProcessed);
GetCounter(STPPerformanceCounterType.WorkItemsInQueue).Set(workItemsQueued);
GetCounter(STPPerformanceCounterType.WorkItemsProcessed).Set(workItemsProcessed);
GetCounter(STPPerformanceCounterType.WorkItemsQueuedPerSecond).Set(workItemsQueued);
GetCounter(STPPerformanceCounterType.WorkItemsProcessedPerSecond).Set(workItemsProcessed);
}
public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime)
{
GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTime).IncrementBy((long)workItemWaitTime.TotalMilliseconds);
GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTimeBase).Increment();
}
public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime)
{
GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTime).IncrementBy((long)workItemProcessTime.TotalMilliseconds);
GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTimeBase).Increment();
}
}
internal class NullSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, IDisposable
{
static NullSTPInstancePerformanceCounters()
{
}
private static NullSTPInstancePerformanceCounters _instance = new NullSTPInstancePerformanceCounters(null);
public static NullSTPInstancePerformanceCounters Instance
{
get { return _instance; }
}
public NullSTPInstancePerformanceCounters(string instance) {}
public void Close() {}
public void Dispose() {}
public void SampleThreads(long activeThreads, long inUseThreads) {}
public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) {}
public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) {}
public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) {}
}
}
using System;
using System.Diagnostics;
using System.Threading;
namespace Amib.Threading
{
public interface ISTPPerformanceCountersReader
{
long InUseThreads { get; }
long ActiveThreads { get; }
long WorkItemsQueued { get; }
long WorkItemsProcessed { get; }
}
}
namespace Amib.Threading.Internal
{
internal interface ISTPInstancePerformanceCounters : IDisposable
{
void Close();
void SampleThreads(long activeThreads, long inUseThreads);
void SampleWorkItems(long workItemsQueued, long workItemsProcessed);
void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime);
void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime);
}
#if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE)
internal enum STPPerformanceCounterType
{
// Fields
ActiveThreads = 0,
InUseThreads = 1,
OverheadThreads = 2,
OverheadThreadsPercent = 3,
OverheadThreadsPercentBase = 4,
WorkItems = 5,
WorkItemsInQueue = 6,
WorkItemsProcessed = 7,
WorkItemsQueuedPerSecond = 8,
WorkItemsProcessedPerSecond = 9,
AvgWorkItemWaitTime = 10,
AvgWorkItemWaitTimeBase = 11,
AvgWorkItemProcessTime = 12,
AvgWorkItemProcessTimeBase = 13,
WorkItemsGroups = 14,
LastCounter = 14,
}
/// <summary>
/// Summary description for STPPerformanceCounter.
/// </summary>
internal class STPPerformanceCounter
{
// Fields
private readonly PerformanceCounterType _pcType;
protected string _counterHelp;
protected string _counterName;
// Methods
public STPPerformanceCounter(
string counterName,
string counterHelp,
PerformanceCounterType pcType)
{
_counterName = counterName;
_counterHelp = counterHelp;
_pcType = pcType;
}
public void AddCounterToCollection(CounterCreationDataCollection counterData)
{
CounterCreationData counterCreationData = new CounterCreationData(
_counterName,
_counterHelp,
_pcType);
counterData.Add(counterCreationData);
}
// Properties
public string Name
{
get
{
return _counterName;
}
}
}
internal class STPPerformanceCounters
{
// Fields
internal STPPerformanceCounter[] _stpPerformanceCounters;
private static readonly STPPerformanceCounters _instance;
internal const string _stpCategoryHelp = "SmartThreadPool performance counters";
internal const string _stpCategoryName = "SmartThreadPool";
// Methods
static STPPerformanceCounters()
{
_instance = new STPPerformanceCounters();
}
private STPPerformanceCounters()
{
STPPerformanceCounter[] stpPerformanceCounters = new STPPerformanceCounter[]
{
new STPPerformanceCounter("Active threads", "The current number of available in the thread pool.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("In use threads", "The current number of threads that execute a work item.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Overhead threads", "The current number of threads that are active, but are not in use.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("% overhead threads", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawFraction),
new STPPerformanceCounter("% overhead threads base", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawBase),
new STPPerformanceCounter("Work Items", "The number of work items in the Smart Thread Pool. Both queued and processed.", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items in queue", "The current number of work items in the queue", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items processed", "The number of work items already processed", PerformanceCounterType.NumberOfItems32),
new STPPerformanceCounter("Work Items queued/sec", "The number of work items queued per second", PerformanceCounterType.RateOfCountsPerSecond32),
new STPPerformanceCounter("Work Items processed/sec", "The number of work items processed per second", PerformanceCounterType.RateOfCountsPerSecond32),
new STPPerformanceCounter("Avg. Work Item wait time/sec", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageCount64),
new STPPerformanceCounter("Avg. Work Item wait time base", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageBase),
new STPPerformanceCounter("Avg. Work Item process time/sec", "The average time it takes to process a work item.", PerformanceCounterType.AverageCount64),
new STPPerformanceCounter("Avg. Work Item process time base", "The average time it takes to process a work item.", PerformanceCounterType.AverageBase),
new STPPerformanceCounter("Work Items Groups", "The current number of work item groups associated with the Smart Thread Pool.", PerformanceCounterType.NumberOfItems32),
};
_stpPerformanceCounters = stpPerformanceCounters;
SetupCategory();
}
private void SetupCategory()
{
if (!PerformanceCounterCategory.Exists(_stpCategoryName))
{
CounterCreationDataCollection counters = new CounterCreationDataCollection();
for (int i = 0; i < _stpPerformanceCounters.Length; i++)
{
_stpPerformanceCounters[i].AddCounterToCollection(counters);
}
PerformanceCounterCategory.Create(
_stpCategoryName,
_stpCategoryHelp,
PerformanceCounterCategoryType.MultiInstance,
counters);
}
}
// Properties
public static STPPerformanceCounters Instance
{
get
{
return _instance;
}
}
}
internal class STPInstancePerformanceCounter : IDisposable
{
// Fields
private bool _isDisposed;
private PerformanceCounter _pcs;
// Methods
protected STPInstancePerformanceCounter()
{
_isDisposed = false;
}
public STPInstancePerformanceCounter(
string instance,
STPPerformanceCounterType spcType) : this()
{
STPPerformanceCounters counters = STPPerformanceCounters.Instance;
_pcs = new PerformanceCounter(
STPPerformanceCounters._stpCategoryName,
counters._stpPerformanceCounters[(int) spcType].Name,
instance,
false);
_pcs.RawValue = _pcs.RawValue;
}
public void Close()
{
if (_pcs != null)
{
_pcs.RemoveInstance();
_pcs.Close();
_pcs = null;
}
}
public void Dispose()
{
Dispose(true);
}
public virtual void Dispose(bool disposing)
{
if (!_isDisposed)
{
if (disposing)
{
Close();
}
}
_isDisposed = true;
}
public virtual void Increment()
{
_pcs.Increment();
}
public virtual void IncrementBy(long val)
{
_pcs.IncrementBy(val);
}
public virtual void Set(long val)
{
_pcs.RawValue = val;
}
}
internal class STPInstanceNullPerformanceCounter : STPInstancePerformanceCounter
{
// Methods
public override void Increment() {}
public override void IncrementBy(long value) {}
public override void Set(long val) {}
}
internal class STPInstancePerformanceCounters : ISTPInstancePerformanceCounters
{
private bool _isDisposed;
// Fields
private STPInstancePerformanceCounter[] _pcs;
private static readonly STPInstancePerformanceCounter _stpInstanceNullPerformanceCounter;
// Methods
static STPInstancePerformanceCounters()
{
_stpInstanceNullPerformanceCounter = new STPInstanceNullPerformanceCounter();
}
public STPInstancePerformanceCounters(string instance)
{
_isDisposed = false;
_pcs = new STPInstancePerformanceCounter[(int)STPPerformanceCounterType.LastCounter];
// Call the STPPerformanceCounters.Instance so the static constructor will
// intialize the STPPerformanceCounters singleton.
STPPerformanceCounters.Instance.GetHashCode();
for (int i = 0; i < _pcs.Length; i++)
{
if (instance != null)
{
_pcs[i] = new STPInstancePerformanceCounter(
instance,
(STPPerformanceCounterType) i);
}
else
{
_pcs[i] = _stpInstanceNullPerformanceCounter;
}
}
}
public void Close()
{
if (null != _pcs)
{
for (int i = 0; i < _pcs.Length; i++)
{
if (null != _pcs[i])
{
_pcs[i].Dispose();
}
}
_pcs = null;
}
}
public void Dispose()
{
Dispose(true);
}
public virtual void Dispose(bool disposing)
{
if (!_isDisposed)
{
if (disposing)
{
Close();
}
}
_isDisposed = true;
}
private STPInstancePerformanceCounter GetCounter(STPPerformanceCounterType spcType)
{
return _pcs[(int) spcType];
}
public void SampleThreads(long activeThreads, long inUseThreads)
{
GetCounter(STPPerformanceCounterType.ActiveThreads).Set(activeThreads);
GetCounter(STPPerformanceCounterType.InUseThreads).Set(inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreads).Set(activeThreads-inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreadsPercentBase).Set(activeThreads-inUseThreads);
GetCounter(STPPerformanceCounterType.OverheadThreadsPercent).Set(inUseThreads);
}
public void SampleWorkItems(long workItemsQueued, long workItemsProcessed)
{
GetCounter(STPPerformanceCounterType.WorkItems).Set(workItemsQueued+workItemsProcessed);
GetCounter(STPPerformanceCounterType.WorkItemsInQueue).Set(workItemsQueued);
GetCounter(STPPerformanceCounterType.WorkItemsProcessed).Set(workItemsProcessed);
GetCounter(STPPerformanceCounterType.WorkItemsQueuedPerSecond).Set(workItemsQueued);
GetCounter(STPPerformanceCounterType.WorkItemsProcessedPerSecond).Set(workItemsProcessed);
}
public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime)
{
GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTime).IncrementBy((long)workItemWaitTime.TotalMilliseconds);
GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTimeBase).Increment();
}
public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime)
{
GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTime).IncrementBy((long)workItemProcessTime.TotalMilliseconds);
GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTimeBase).Increment();
}
}
#endif
internal class NullSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, ISTPPerformanceCountersReader
{
private static readonly NullSTPInstancePerformanceCounters _instance = new NullSTPInstancePerformanceCounters();
public static NullSTPInstancePerformanceCounters Instance
{
get { return _instance; }
}
public void Close() {}
public void Dispose() {}
public void SampleThreads(long activeThreads, long inUseThreads) {}
public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) {}
public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) {}
public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) {}
public long InUseThreads
{
get { return 0; }
}
public long ActiveThreads
{
get { return 0; }
}
public long WorkItemsQueued
{
get { return 0; }
}
public long WorkItemsProcessed
{
get { return 0; }
}
}
internal class LocalSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, ISTPPerformanceCountersReader
{
public void Close() { }
public void Dispose() { }
private long _activeThreads;
private long _inUseThreads;
private long _workItemsQueued;
private long _workItemsProcessed;
public long InUseThreads
{
get { return _inUseThreads; }
}
public long ActiveThreads
{
get { return _activeThreads; }
}
public long WorkItemsQueued
{
get { return _workItemsQueued; }
}
public long WorkItemsProcessed
{
get { return _workItemsProcessed; }
}
public void SampleThreads(long activeThreads, long inUseThreads)
{
_activeThreads = activeThreads;
_inUseThreads = inUseThreads;
}
public void SampleWorkItems(long workItemsQueued, long workItemsProcessed)
{
_workItemsQueued = workItemsQueued;
_workItemsProcessed = workItemsProcessed;
}
public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime)
{
// Not supported
}
public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime)
{
// Not supported
}
}
}

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@ -1,113 +1,212 @@
// Ami Bar
// amibar@gmail.com
using System.Threading;
namespace Amib.Threading
{
/// <summary>
/// Summary description for STPStartInfo.
/// </summary>
public class STPStartInfo : WIGStartInfo
{
/// <summary>
/// Idle timeout in milliseconds.
/// If a thread is idle for _idleTimeout milliseconds then
/// it may quit.
/// </summary>
private int _idleTimeout;
/// <summary>
/// The lower limit of threads in the pool.
/// </summary>
private int _minWorkerThreads;
/// <summary>
/// The upper limit of threads in the pool.
/// </summary>
private int _maxWorkerThreads;
/// <summary>
/// The priority of the threads in the pool
/// </summary>
private ThreadPriority _threadPriority;
/// <summary>
/// The thread pool name. Threads will get names depending on this.
/// </summary>
private string _threadPoolName;
/// <summary>
/// If this field is not null then the performance counters are enabled
/// and use the string as the name of the instance.
/// </summary>
private string _pcInstanceName;
private int _stackSize;
public STPStartInfo() : base()
{
_idleTimeout = SmartThreadPool.DefaultIdleTimeout;
_minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads;
_maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads;
_threadPriority = SmartThreadPool.DefaultThreadPriority;
_threadPoolName = SmartThreadPool.DefaultThreadPoolName;
_pcInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName;
_stackSize = SmartThreadPool.DefaultStackSize;
}
public STPStartInfo(STPStartInfo stpStartInfo) : base(stpStartInfo)
{
_idleTimeout = stpStartInfo._idleTimeout;
_minWorkerThreads = stpStartInfo._minWorkerThreads;
_maxWorkerThreads = stpStartInfo._maxWorkerThreads;
_threadPriority = stpStartInfo._threadPriority;
_threadPoolName = stpStartInfo._threadPoolName;
_pcInstanceName = stpStartInfo._pcInstanceName;
_stackSize = stpStartInfo._stackSize;
}
public int IdleTimeout
{
get { return _idleTimeout; }
set { _idleTimeout = value; }
}
public int MinWorkerThreads
{
get { return _minWorkerThreads; }
set { _minWorkerThreads = value; }
}
public int MaxWorkerThreads
{
get { return _maxWorkerThreads; }
set { _maxWorkerThreads = value; }
}
public ThreadPriority ThreadPriority
{
get { return _threadPriority; }
set { _threadPriority = value; }
}
public virtual string ThreadPoolName
{
get { return _threadPoolName; }
set { _threadPoolName = value; }
}
public string PerformanceCounterInstanceName
{
get { return _pcInstanceName; }
set { _pcInstanceName = value; }
}
public int StackSize
{
get { return _stackSize; }
set { _stackSize = value; }
}
}
}
using System;
using System.Threading;
namespace Amib.Threading
{
/// <summary>
/// Summary description for STPStartInfo.
/// </summary>
public class STPStartInfo : WIGStartInfo
{
private int _idleTimeout = SmartThreadPool.DefaultIdleTimeout;
private int _minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads;
private int _maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads;
#if !(WINDOWS_PHONE)
private ThreadPriority _threadPriority = SmartThreadPool.DefaultThreadPriority;
#endif
private string _performanceCounterInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName;
private bool _areThreadsBackground = SmartThreadPool.DefaultAreThreadsBackground;
private bool _enableLocalPerformanceCounters;
private string _threadPoolName = SmartThreadPool.DefaultThreadPoolName;
private int? _maxStackSize = SmartThreadPool.DefaultMaxStackSize;
public STPStartInfo()
{
_performanceCounterInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName;
#if !(WINDOWS_PHONE)
_threadPriority = SmartThreadPool.DefaultThreadPriority;
#endif
_maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads;
_idleTimeout = SmartThreadPool.DefaultIdleTimeout;
_minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads;
}
public STPStartInfo(STPStartInfo stpStartInfo)
: base(stpStartInfo)
{
_idleTimeout = stpStartInfo.IdleTimeout;
_minWorkerThreads = stpStartInfo.MinWorkerThreads;
_maxWorkerThreads = stpStartInfo.MaxWorkerThreads;
#if !(WINDOWS_PHONE)
_threadPriority = stpStartInfo.ThreadPriority;
#endif
_performanceCounterInstanceName = stpStartInfo.PerformanceCounterInstanceName;
_enableLocalPerformanceCounters = stpStartInfo._enableLocalPerformanceCounters;
_threadPoolName = stpStartInfo._threadPoolName;
_areThreadsBackground = stpStartInfo.AreThreadsBackground;
#if !(_SILVERLIGHT) && !(WINDOWS_PHONE)
_apartmentState = stpStartInfo._apartmentState;
#endif
}
/// <summary>
/// Get/Set the idle timeout in milliseconds.
/// If a thread is idle (starved) longer than IdleTimeout then it may quit.
/// </summary>
public virtual int IdleTimeout
{
get { return _idleTimeout; }
set
{
ThrowIfReadOnly();
_idleTimeout = value;
}
}
/// <summary>
/// Get/Set the lower limit of threads in the pool.
/// </summary>
public virtual int MinWorkerThreads
{
get { return _minWorkerThreads; }
set
{
ThrowIfReadOnly();
_minWorkerThreads = value;
}
}
/// <summary>
/// Get/Set the upper limit of threads in the pool.
/// </summary>
public virtual int MaxWorkerThreads
{
get { return _maxWorkerThreads; }
set
{
ThrowIfReadOnly();
_maxWorkerThreads = value;
}
}
#if !(WINDOWS_PHONE)
/// <summary>
/// Get/Set the scheduling priority of the threads in the pool.
/// The Os handles the scheduling.
/// </summary>
public virtual ThreadPriority ThreadPriority
{
get { return _threadPriority; }
set
{
ThrowIfReadOnly();
_threadPriority = value;
}
}
#endif
/// <summary>
/// Get/Set the thread pool name. Threads will get names depending on this.
/// </summary>
public virtual string ThreadPoolName {
get { return _threadPoolName; }
set
{
ThrowIfReadOnly ();
_threadPoolName = value;
}
}
/// <summary>
/// Get/Set the performance counter instance name of this SmartThreadPool
/// The default is null which indicate not to use performance counters at all.
/// </summary>
public virtual string PerformanceCounterInstanceName
{
get { return _performanceCounterInstanceName; }
set
{
ThrowIfReadOnly();
_performanceCounterInstanceName = value;
}
}
/// <summary>
/// Enable/Disable the local performance counter.
/// This enables the user to get some performance information about the SmartThreadPool
/// without using Windows performance counters. (Useful on WindowsCE, Silverlight, etc.)
/// The default is false.
/// </summary>
public virtual bool EnableLocalPerformanceCounters
{
get { return _enableLocalPerformanceCounters; }
set
{
ThrowIfReadOnly();
_enableLocalPerformanceCounters = value;
}
}
/// <summary>
/// Get/Set backgroundness of thread in thread pool.
/// </summary>
public virtual bool AreThreadsBackground
{
get { return _areThreadsBackground; }
set
{
ThrowIfReadOnly ();
_areThreadsBackground = value;
}
}
/// <summary>
/// Get a readonly version of this STPStartInfo.
/// </summary>
/// <returns>Returns a readonly reference to this STPStartInfo</returns>
public new STPStartInfo AsReadOnly()
{
return new STPStartInfo(this) { _readOnly = true };
}
#if !(_SILVERLIGHT) && !(WINDOWS_PHONE)
private ApartmentState _apartmentState = SmartThreadPool.DefaultApartmentState;
/// <summary>
/// Get/Set the apartment state of threads in the thread pool
/// </summary>
public ApartmentState ApartmentState
{
get { return _apartmentState; }
set
{
ThrowIfReadOnly();
_apartmentState = value;
}
}
#if !(_SILVERLIGHT) && !(WINDOWS_PHONE)
/// <summary>
/// Get/Set the max stack size of threads in the thread pool
/// </summary>
public int? MaxStackSize
{
get { return _maxStackSize; }
set
{
ThrowIfReadOnly();
if (value.HasValue && value.Value < 0)
{
throw new ArgumentOutOfRangeException("value", "Value must be greater than 0.");
}
_maxStackSize = value;
}
}
#endif
#endif
}
}

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using System;
using Amib.Threading.Internal;
namespace Amib.Threading
{
public partial class SmartThreadPool
{
#region ThreadEntry class
internal class ThreadEntry
{
/// <summary>
/// The thread creation time
/// The value is stored as UTC value.
/// </summary>
private readonly DateTime _creationTime;
/// <summary>
/// The last time this thread has been running
/// It is updated by IAmAlive() method
/// The value is stored as UTC value.
/// </summary>
private DateTime _lastAliveTime;
/// <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>
private readonly SmartThreadPool _associatedSmartThreadPool;
/// <summary>
/// A reference to the current work item a thread from the thread pool
/// is executing.
/// </summary>
public WorkItem CurrentWorkItem { get; set; }
public ThreadEntry(SmartThreadPool stp)
{
_associatedSmartThreadPool = stp;
_creationTime = DateTime.UtcNow;
_lastAliveTime = DateTime.MinValue;
}
public SmartThreadPool AssociatedSmartThreadPool
{
get { return _associatedSmartThreadPool; }
}
public void IAmAlive()
{
_lastAliveTime = DateTime.UtcNow;
}
}
#endregion
}
}

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using System.Collections.Generic;
namespace Amib.Threading.Internal
{
internal class SynchronizedDictionary<TKey, TValue>
{
private readonly Dictionary<TKey, TValue> _dictionary;
private readonly object _lock;
public SynchronizedDictionary()
{
_lock = new object();
_dictionary = new Dictionary<TKey, TValue>();
}
public int Count
{
get { return _dictionary.Count; }
}
public bool Contains(TKey key)
{
lock (_lock)
{
return _dictionary.ContainsKey(key);
}
}
public void Remove(TKey key)
{
lock (_lock)
{
_dictionary.Remove(key);
}
}
public object SyncRoot
{
get { return _lock; }
}
public TValue this[TKey key]
{
get
{
lock (_lock)
{
return _dictionary[key];
}
}
set
{
lock (_lock)
{
_dictionary[key] = value;
}
}
}
public Dictionary<TKey, TValue>.KeyCollection Keys
{
get
{
lock (_lock)
{
return _dictionary.Keys;
}
}
}
public Dictionary<TKey, TValue>.ValueCollection Values
{
get
{
lock (_lock)
{
return _dictionary.Values;
}
}
}
public void Clear()
{
lock (_lock)
{
_dictionary.Clear();
}
}
}
}

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@ -1,99 +1,171 @@
// Ami Bar
// amibar@gmail.com
namespace Amib.Threading
{
/// <summary>
/// Summary description for WIGStartInfo.
/// </summary>
public class WIGStartInfo
{
/// <summary>
/// Use the caller's security context
/// </summary>
private bool _useCallerCallContext;
/// <summary>
/// Use the caller's HTTP context
/// </summary>
private bool _useCallerHttpContext;
/// <summary>
/// Dispose of the state object of a work item
/// </summary>
private bool _disposeOfStateObjects;
/// <summary>
/// The option to run the post execute
/// </summary>
private CallToPostExecute _callToPostExecute;
/// <summary>
/// A post execute callback to call when none is provided in
/// the QueueWorkItem method.
/// </summary>
private PostExecuteWorkItemCallback _postExecuteWorkItemCallback;
/// <summary>
/// Indicate the WorkItemsGroup to suspend the handling of the work items
/// until the Start() method is called.
/// </summary>
private bool _startSuspended;
public WIGStartInfo()
{
_useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext;
_useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext;
_disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects;
_callToPostExecute = SmartThreadPool.DefaultCallToPostExecute;
_postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback;
_startSuspended = SmartThreadPool.DefaultStartSuspended;
}
public WIGStartInfo(WIGStartInfo wigStartInfo)
{
_useCallerCallContext = wigStartInfo._useCallerCallContext;
_useCallerHttpContext = wigStartInfo._useCallerHttpContext;
_disposeOfStateObjects = wigStartInfo._disposeOfStateObjects;
_callToPostExecute = wigStartInfo._callToPostExecute;
_postExecuteWorkItemCallback = wigStartInfo._postExecuteWorkItemCallback;
_startSuspended = wigStartInfo._startSuspended;
}
public bool UseCallerCallContext
{
get { return _useCallerCallContext; }
set { _useCallerCallContext = value; }
}
public bool UseCallerHttpContext
{
get { return _useCallerHttpContext; }
set { _useCallerHttpContext = value; }
}
public bool DisposeOfStateObjects
{
get { return _disposeOfStateObjects; }
set { _disposeOfStateObjects = value; }
}
public CallToPostExecute CallToPostExecute
{
get { return _callToPostExecute; }
set { _callToPostExecute = value; }
}
public PostExecuteWorkItemCallback PostExecuteWorkItemCallback
{
get { return _postExecuteWorkItemCallback; }
set { _postExecuteWorkItemCallback = value; }
}
public bool StartSuspended
{
get { return _startSuspended; }
set { _startSuspended = value; }
}
}
}
using System;
namespace Amib.Threading
{
/// <summary>
/// Summary description for WIGStartInfo.
/// </summary>
public class WIGStartInfo
{
private bool _useCallerCallContext;
private bool _useCallerHttpContext;
private bool _disposeOfStateObjects;
private CallToPostExecute _callToPostExecute;
private PostExecuteWorkItemCallback _postExecuteWorkItemCallback;
private bool _startSuspended;
private WorkItemPriority _workItemPriority;
private bool _fillStateWithArgs;
protected bool _readOnly;
public WIGStartInfo()
{
_fillStateWithArgs = SmartThreadPool.DefaultFillStateWithArgs;
_workItemPriority = SmartThreadPool.DefaultWorkItemPriority;
_startSuspended = SmartThreadPool.DefaultStartSuspended;
_postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback;
_callToPostExecute = SmartThreadPool.DefaultCallToPostExecute;
_disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects;
_useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext;
_useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext;
}
public WIGStartInfo(WIGStartInfo wigStartInfo)
{
_useCallerCallContext = wigStartInfo.UseCallerCallContext;
_useCallerHttpContext = wigStartInfo.UseCallerHttpContext;
_disposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
_callToPostExecute = wigStartInfo.CallToPostExecute;
_postExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback;
_workItemPriority = wigStartInfo.WorkItemPriority;
_startSuspended = wigStartInfo.StartSuspended;
_fillStateWithArgs = wigStartInfo.FillStateWithArgs;
}
protected void ThrowIfReadOnly()
{
if (_readOnly)
{
throw new NotSupportedException("This is a readonly instance and set is not supported");
}
}
/// <summary>
/// Get/Set if to use the caller's security context
/// </summary>
public virtual bool UseCallerCallContext
{
get { return _useCallerCallContext; }
set
{
ThrowIfReadOnly();
_useCallerCallContext = value;
}
}
/// <summary>
/// Get/Set if to use the caller's HTTP context
/// </summary>
public virtual bool UseCallerHttpContext
{
get { return _useCallerHttpContext; }
set
{
ThrowIfReadOnly();
_useCallerHttpContext = value;
}
}
/// <summary>
/// Get/Set if to dispose of the state object of a work item
/// </summary>
public virtual bool DisposeOfStateObjects
{
get { return _disposeOfStateObjects; }
set
{
ThrowIfReadOnly();
_disposeOfStateObjects = value;
}
}
/// <summary>
/// Get/Set the run the post execute options
/// </summary>
public virtual CallToPostExecute CallToPostExecute
{
get { return _callToPostExecute; }
set
{
ThrowIfReadOnly();
_callToPostExecute = value;
}
}
/// <summary>
/// Get/Set the default post execute callback
/// </summary>
public virtual PostExecuteWorkItemCallback PostExecuteWorkItemCallback
{
get { return _postExecuteWorkItemCallback; }
set
{
ThrowIfReadOnly();
_postExecuteWorkItemCallback = value;
}
}
/// <summary>
/// Get/Set if the work items execution should be suspended until the Start()
/// method is called.
/// </summary>
public virtual bool StartSuspended
{
get { return _startSuspended; }
set
{
ThrowIfReadOnly();
_startSuspended = value;
}
}
/// <summary>
/// Get/Set the default priority that a work item gets when it is enqueued
/// </summary>
public virtual WorkItemPriority WorkItemPriority
{
get { return _workItemPriority; }
set { _workItemPriority = value; }
}
/// <summary>
/// Get/Set the if QueueWorkItem of Action&lt;...&gt;/Func&lt;...&gt; fill the
/// arguments as an object array into the state of the work item.
/// The arguments can be access later by IWorkItemResult.State.
/// </summary>
public virtual bool FillStateWithArgs
{
get { return _fillStateWithArgs; }
set
{
ThrowIfReadOnly();
_fillStateWithArgs = value;
}
}
/// <summary>
/// Get a readonly version of this WIGStartInfo
/// </summary>
/// <returns>Returns a readonly reference to this WIGStartInfoRO</returns>
public WIGStartInfo AsReadOnly()
{
return new WIGStartInfo(this) { _readOnly = true };
}
}
}

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@ -0,0 +1,190 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
namespace Amib.Threading.Internal
{
public partial class WorkItem
{
#region WorkItemResult class
private class WorkItemResult : IWorkItemResult, IInternalWorkItemResult, IInternalWaitableResult
{
/// <summary>
/// A back reference to the work item
/// </summary>
private readonly WorkItem _workItem;
public WorkItemResult(WorkItem workItem)
{
_workItem = workItem;
}
internal WorkItem GetWorkItem()
{
return _workItem;
}
#region IWorkItemResult Members
public bool IsCompleted
{
get
{
return _workItem.IsCompleted;
}
}
public bool IsCanceled
{
get
{
return _workItem.IsCanceled;
}
}
public object GetResult()
{
return _workItem.GetResult(Timeout.Infinite, true, null);
}
public object GetResult(int millisecondsTimeout, bool exitContext)
{
return _workItem.GetResult(millisecondsTimeout, exitContext, null);
}
public object GetResult(TimeSpan timeout, bool exitContext)
{
return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null);
}
public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle)
{
return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle);
}
public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle)
{
return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle);
}
public object GetResult(out Exception e)
{
return _workItem.GetResult(Timeout.Infinite, true, null, out e);
}
public object GetResult(int millisecondsTimeout, bool exitContext, out Exception e)
{
return _workItem.GetResult(millisecondsTimeout, exitContext, null, out e);
}
public object GetResult(TimeSpan timeout, bool exitContext, out Exception e)
{
return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null, out e);
}
public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e)
{
return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e);
}
public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e)
{
return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle, out e);
}
public bool Cancel()
{
return Cancel(false);
}
public bool Cancel(bool abortExecution)
{
return _workItem.Cancel(abortExecution);
}
public object State
{
get
{
return _workItem._state;
}
}
public WorkItemPriority WorkItemPriority
{
get
{
return _workItem._workItemInfo.WorkItemPriority;
}
}
/// <summary>
/// Return the result, same as GetResult()
/// </summary>
public object Result
{
get { return GetResult(); }
}
/// <summary>
/// Returns the exception if occured otherwise returns null.
/// This value is valid only after the work item completed,
/// before that it is always null.
/// </summary>
public object Exception
{
get { return _workItem._exception; }
}
#endregion
#region IInternalWorkItemResult Members
public event WorkItemStateCallback OnWorkItemStarted
{
add
{
_workItem.OnWorkItemStarted += value;
}
remove
{
_workItem.OnWorkItemStarted -= value;
}
}
public event WorkItemStateCallback OnWorkItemCompleted
{
add
{
_workItem.OnWorkItemCompleted += value;
}
remove
{
_workItem.OnWorkItemCompleted -= value;
}
}
#endregion
#region IInternalWorkItemResult Members
public IWorkItemResult GetWorkItemResult()
{
return this;
}
public IWorkItemResult<TResult> GetWorkItemResultT<TResult>()
{
return new WorkItemResultTWrapper<TResult>(this);
}
#endregion
}
#endregion
}
}

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@ -1,333 +1,343 @@
// Ami Bar
// amibar@gmail.com
using System;
namespace Amib.Threading.Internal
{
#region WorkItemFactory class
public class WorkItemFactory
{
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback)
{
return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="callback">A callback to execute</param>
/// <param name="workItemPriority">The priority of the work item</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
WorkItemPriority workItemPriority)
{
return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null, workItemPriority);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="workItemInfo">Work item info</param>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemInfo workItemInfo,
WorkItemCallback callback)
{
return CreateWorkItem(
workItemsGroup,
wigStartInfo,
workItemInfo,
callback,
null);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state)
{
ValidateCallback(callback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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>
/// <param name="workItemPriority">The work item priority</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = workItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start information</param>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemInfo workItemInfo,
WorkItemCallback callback,
object state)
{
ValidateCallback(callback);
ValidateCallback(workItemInfo.PostExecuteWorkItemCallback);
WorkItem workItem = new WorkItem(
workItemsGroup,
new WorkItemInfo(workItemInfo),
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = workItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
CallToPostExecute callToPostExecute)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = callToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
CallToPostExecute callToPostExecute,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = callToPostExecute;
workItemInfo.WorkItemPriority = workItemPriority;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
private static void ValidateCallback(Delegate callback)
{
if(callback.GetInvocationList().Length > 1)
{
throw new NotSupportedException("SmartThreadPool doesn't support delegates chains");
}
}
}
#endregion
}
using System;
namespace Amib.Threading.Internal
{
#region WorkItemFactory class
public class WorkItemFactory
{
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback)
{
return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="callback">A callback to execute</param>
/// <param name="workItemPriority">The priority of the work item</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
WorkItemPriority workItemPriority)
{
return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null, workItemPriority);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param>
/// <param name="wigStartInfo">Work item group start information</param>
/// <param name="workItemInfo">Work item info</param>
/// <param name="callback">A callback to execute</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemInfo workItemInfo,
WorkItemCallback callback)
{
return CreateWorkItem(
workItemsGroup,
wigStartInfo,
workItemInfo,
callback,
null);
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param>
/// <param name="wigStartInfo">Work item group start 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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state)
{
ValidateCallback(callback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start 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>
/// <param name="workItemPriority">The work item priority</param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = workItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start information</param>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemInfo workItemInfo,
WorkItemCallback callback,
object state)
{
ValidateCallback(callback);
ValidateCallback(workItemInfo.PostExecuteWorkItemCallback);
WorkItem workItem = new WorkItem(
workItemsGroup,
new WorkItemInfo(workItemInfo),
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start 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>
/// <param name="postExecuteWorkItemCallback">
/// A delegate to call after the callback completion
/// </param>
/// <returns>Returns a work item</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = workItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
CallToPostExecute callToPostExecute)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = callToPostExecute;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
/// <summary>
/// Create a new work item
/// </summary>
/// <param name="workItemsGroup">The work items group</param>
/// <param name="wigStartInfo">Work item group start 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>
/// <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</returns>
public static WorkItem CreateWorkItem(
IWorkItemsGroup workItemsGroup,
WIGStartInfo wigStartInfo,
WorkItemCallback callback,
object state,
PostExecuteWorkItemCallback postExecuteWorkItemCallback,
CallToPostExecute callToPostExecute,
WorkItemPriority workItemPriority)
{
ValidateCallback(callback);
ValidateCallback(postExecuteWorkItemCallback);
WorkItemInfo workItemInfo = new WorkItemInfo();
workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext;
workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext;
workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback;
workItemInfo.CallToPostExecute = callToPostExecute;
workItemInfo.WorkItemPriority = workItemPriority;
workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects;
WorkItem workItem = new WorkItem(
workItemsGroup,
workItemInfo,
callback,
state);
return workItem;
}
private static void ValidateCallback(Delegate callback)
{
if (callback != null && callback.GetInvocationList().Length > 1)
{
throw new NotSupportedException("SmartThreadPool doesn't support delegates chains");
}
}
}
#endregion
}

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@ -1,102 +1,69 @@
// Ami Bar
// amibar@gmail.com
namespace Amib.Threading
{
#region WorkItemInfo class
/// <summary>
/// Summary description for WorkItemInfo.
/// </summary>
public class WorkItemInfo
{
/// <summary>
/// Use the caller's security context
/// </summary>
private bool _useCallerCallContext;
/// <summary>
/// Use the caller's security context
/// </summary>
private bool _useCallerHttpContext;
/// <summary>
/// Dispose of the state object of a work item
/// </summary>
private bool _disposeOfStateObjects;
/// <summary>
/// The option to run the post execute
/// </summary>
private CallToPostExecute _callToPostExecute;
/// <summary>
/// A post execute callback to call when none is provided in
/// the QueueWorkItem method.
/// </summary>
private PostExecuteWorkItemCallback _postExecuteWorkItemCallback;
/// <summary>
/// The priority of the work item
/// </summary>
private WorkItemPriority _workItemPriority;
public WorkItemInfo()
{
_useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext;
_useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext;
_disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects;
_callToPostExecute = SmartThreadPool.DefaultCallToPostExecute;
_postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback;
_workItemPriority = SmartThreadPool.DefaultWorkItemPriority;
}
public WorkItemInfo(WorkItemInfo workItemInfo)
{
_useCallerCallContext = workItemInfo._useCallerCallContext;
_useCallerHttpContext = workItemInfo._useCallerHttpContext;
_disposeOfStateObjects = workItemInfo._disposeOfStateObjects;
_callToPostExecute = workItemInfo._callToPostExecute;
_postExecuteWorkItemCallback = workItemInfo._postExecuteWorkItemCallback;
_workItemPriority = workItemInfo._workItemPriority;
}
public bool UseCallerCallContext
{
get { return _useCallerCallContext; }
set { _useCallerCallContext = value; }
}
public bool UseCallerHttpContext
{
get { return _useCallerHttpContext; }
set { _useCallerHttpContext = value; }
}
public bool DisposeOfStateObjects
{
get { return _disposeOfStateObjects; }
set { _disposeOfStateObjects = value; }
}
public CallToPostExecute CallToPostExecute
{
get { return _callToPostExecute; }
set { _callToPostExecute = value; }
}
public PostExecuteWorkItemCallback PostExecuteWorkItemCallback
{
get { return _postExecuteWorkItemCallback; }
set { _postExecuteWorkItemCallback = value; }
}
public WorkItemPriority WorkItemPriority
{
get { return _workItemPriority; }
set { _workItemPriority = value; }
}
}
#endregion
}
namespace Amib.Threading
{
#region WorkItemInfo class
/// <summary>
/// Summary description for WorkItemInfo.
/// </summary>
public class WorkItemInfo
{
public WorkItemInfo()
{
UseCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext;
UseCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext;
DisposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects;
CallToPostExecute = SmartThreadPool.DefaultCallToPostExecute;
PostExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback;
WorkItemPriority = SmartThreadPool.DefaultWorkItemPriority;
}
public WorkItemInfo(WorkItemInfo workItemInfo)
{
UseCallerCallContext = workItemInfo.UseCallerCallContext;
UseCallerHttpContext = workItemInfo.UseCallerHttpContext;
DisposeOfStateObjects = workItemInfo.DisposeOfStateObjects;
CallToPostExecute = workItemInfo.CallToPostExecute;
PostExecuteWorkItemCallback = workItemInfo.PostExecuteWorkItemCallback;
WorkItemPriority = workItemInfo.WorkItemPriority;
Timeout = workItemInfo.Timeout;
}
/// <summary>
/// Get/Set if to use the caller's security context
/// </summary>
public bool UseCallerCallContext { get; set; }
/// <summary>
/// Get/Set if to use the caller's HTTP context
/// </summary>
public bool UseCallerHttpContext { get; set; }
/// <summary>
/// Get/Set if to dispose of the state object of a work item
/// </summary>
public bool DisposeOfStateObjects { get; set; }
/// <summary>
/// Get/Set the run the post execute options
/// </summary>
public CallToPostExecute CallToPostExecute { get; set; }
/// <summary>
/// Get/Set the post execute callback
/// </summary>
public PostExecuteWorkItemCallback PostExecuteWorkItemCallback { get; set; }
/// <summary>
/// Get/Set the work item's priority
/// </summary>
public WorkItemPriority WorkItemPriority { get; set; }
/// <summary>
/// Get/Set the work item's timout in milliseconds.
/// This is a passive timout. When the timout expires the work item won't be actively aborted!
/// </summary>
public long Timeout { get; set; }
}
#endregion
}

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@ -0,0 +1,128 @@
using System;
using System.Threading;
namespace Amib.Threading.Internal
{
#region WorkItemResultTWrapper class
internal class WorkItemResultTWrapper<TResult> : IWorkItemResult<TResult>, IInternalWaitableResult
{
private readonly IWorkItemResult _workItemResult;
public WorkItemResultTWrapper(IWorkItemResult workItemResult)
{
_workItemResult = workItemResult;
}
#region IWorkItemResult<TResult> Members
public TResult GetResult()
{
return (TResult)_workItemResult.GetResult();
}
public TResult GetResult(int millisecondsTimeout, bool exitContext)
{
return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext);
}
public TResult GetResult(TimeSpan timeout, bool exitContext)
{
return (TResult)_workItemResult.GetResult(timeout, exitContext);
}
public TResult GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle)
{
return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle);
}
public TResult GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle)
{
return (TResult)_workItemResult.GetResult(timeout, exitContext, cancelWaitHandle);
}
public TResult GetResult(out Exception e)
{
return (TResult)_workItemResult.GetResult(out e);
}
public TResult GetResult(int millisecondsTimeout, bool exitContext, out Exception e)
{
return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, out e);
}
public TResult GetResult(TimeSpan timeout, bool exitContext, out Exception e)
{
return (TResult)_workItemResult.GetResult(timeout, exitContext, out e);
}
public TResult GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e)
{
return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e);
}
public TResult GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e)
{
return (TResult)_workItemResult.GetResult(timeout, exitContext, cancelWaitHandle, out e);
}
public bool IsCompleted
{
get { return _workItemResult.IsCompleted; }
}
public bool IsCanceled
{
get { return _workItemResult.IsCanceled; }
}
public object State
{
get { return _workItemResult.State; }
}
public bool Cancel()
{
return _workItemResult.Cancel();
}
public bool Cancel(bool abortExecution)
{
return _workItemResult.Cancel(abortExecution);
}
public WorkItemPriority WorkItemPriority
{
get { return _workItemResult.WorkItemPriority; }
}
public TResult Result
{
get { return (TResult)_workItemResult.Result; }
}
public object Exception
{
get { return (TResult)_workItemResult.Exception; }
}
#region IInternalWorkItemResult Members
public IWorkItemResult GetWorkItemResult()
{
return _workItemResult.GetWorkItemResult();
}
public IWorkItemResult<TRes> GetWorkItemResultT<TRes>()
{
return (IWorkItemResult<TRes>)this;
}
#endregion
#endregion
}
#endregion
}

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@ -1,512 +1,361 @@
// Ami Bar
// amibar@gmail.com
using System;
using System.Threading;
using System.Runtime.CompilerServices;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
#region WorkItemsGroup class
/// <summary>
/// Summary description for WorkItemsGroup.
/// </summary>
public class WorkItemsGroup : IWorkItemsGroup
{
#region Private members
private object _lock = new object();
/// <summary>
/// Contains the name of this instance of SmartThreadPool.
/// Can be changed by the user.
/// </summary>
private string _name = "WorkItemsGroup";
/// <summary>
/// A reference to the SmartThreadPool instance that created this
/// WorkItemsGroup.
/// </summary>
private SmartThreadPool _stp;
/// <summary>
/// The OnIdle event
/// </summary>
private event WorkItemsGroupIdleHandler _onIdle;
/// <summary>
/// Defines how many work items of this WorkItemsGroup can run at once.
/// </summary>
private int _concurrency;
/// <summary>
/// Priority queue to hold work items before they are passed
/// to the SmartThreadPool.
/// </summary>
private PriorityQueue _workItemsQueue;
/// <summary>
/// Indicate how many work items are waiting in the SmartThreadPool
/// queue.
/// This value is used to apply the concurrency.
/// </summary>
private int _workItemsInStpQueue;
/// <summary>
/// Indicate how many work items are currently running in the SmartThreadPool.
/// This value is used with the Cancel, to calculate if we can send new
/// work items to the STP.
/// </summary>
private int _workItemsExecutingInStp = 0;
/// <summary>
/// WorkItemsGroup start information
/// </summary>
private WIGStartInfo _workItemsGroupStartInfo;
/// <summary>
/// Signaled when all of the WorkItemsGroup's work item completed.
/// </summary>
private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true);
/// <summary>
/// A common object for all the work items that this work items group
/// generate so we can mark them to cancel in O(1)
/// </summary>
private CanceledWorkItemsGroup _canceledWorkItemsGroup = new CanceledWorkItemsGroup();
#endregion
#region Construction
public WorkItemsGroup(
SmartThreadPool stp,
int concurrency,
WIGStartInfo wigStartInfo)
{
if (concurrency <= 0)
{
throw new ArgumentOutOfRangeException("concurrency", concurrency, "concurrency must be greater than zero");
}
_stp = stp;
_concurrency = concurrency;
_workItemsGroupStartInfo = new WIGStartInfo(wigStartInfo);
_workItemsQueue = new PriorityQueue();
// The _workItemsInStpQueue gets the number of currently executing work items,
// because once a work item is executing, it cannot be cancelled.
_workItemsInStpQueue = _workItemsExecutingInStp;
}
#endregion
#region IWorkItemsGroup implementation
/// <summary>
/// Get/Set the name of the SmartThreadPool instance
/// </summary>
public string Name
{
get
{
return _name;
}
set
{
_name = value;
}
}
/// <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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, workItemPriority);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, workItemPriority);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback, state);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, workItemPriority);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute);
EnqueueToSTPNextWorkItem(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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority);
EnqueueToSTPNextWorkItem(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)
{
_stp.ValidateWorkItemsGroupWaitForIdle(this);
return _isIdleWaitHandle.WaitOne(millisecondsTimeout, false);
}
public int WaitingCallbacks
{
get
{
return _workItemsQueue.Count;
}
}
public event WorkItemsGroupIdleHandler OnIdle
{
add
{
_onIdle += value;
}
remove
{
_onIdle -= value;
}
}
public void Cancel()
{
lock(_lock)
{
_canceledWorkItemsGroup.IsCanceled = true;
_workItemsQueue.Clear();
_workItemsInStpQueue = 0;
_canceledWorkItemsGroup = new CanceledWorkItemsGroup();
}
}
public void Start()
{
lock (this)
{
if (!_workItemsGroupStartInfo.StartSuspended)
{
return;
}
_workItemsGroupStartInfo.StartSuspended = false;
}
for(int i = 0; i < _concurrency; ++i)
{
EnqueueToSTPNextWorkItem(null, false);
}
}
#endregion
#region Private methods
private void RegisterToWorkItemCompletion(IWorkItemResult wir)
{
IInternalWorkItemResult iwir = wir as IInternalWorkItemResult;
iwir.OnWorkItemStarted += new WorkItemStateCallback(OnWorkItemStartedCallback);
iwir.OnWorkItemCompleted += new WorkItemStateCallback(OnWorkItemCompletedCallback);
}
public void OnSTPIsStarting()
{
lock (this)
{
if (_workItemsGroupStartInfo.StartSuspended)
{
return;
}
}
for(int i = 0; i < _concurrency; ++i)
{
EnqueueToSTPNextWorkItem(null, false);
}
}
private object FireOnIdle(object state)
{
FireOnIdleImpl(_onIdle);
return null;
}
[MethodImpl(MethodImplOptions.NoInlining)]
private void FireOnIdleImpl(WorkItemsGroupIdleHandler onIdle)
{
if(null == onIdle)
{
return;
}
Delegate[] delegates = onIdle.GetInvocationList();
foreach(WorkItemsGroupIdleHandler eh in delegates)
{
try
{
eh(this);
}
// Ignore exceptions
catch{}
}
}
private void OnWorkItemStartedCallback(WorkItem workItem)
{
lock(_lock)
{
++_workItemsExecutingInStp;
}
}
private void OnWorkItemCompletedCallback(WorkItem workItem)
{
EnqueueToSTPNextWorkItem(null, true);
}
private void EnqueueToSTPNextWorkItem(WorkItem workItem)
{
EnqueueToSTPNextWorkItem(workItem, false);
}
private void EnqueueToSTPNextWorkItem(WorkItem workItem, bool decrementWorkItemsInStpQueue)
{
lock(_lock)
{
// Got here from OnWorkItemCompletedCallback()
if (decrementWorkItemsInStpQueue)
{
--_workItemsInStpQueue;
if(_workItemsInStpQueue < 0)
{
_workItemsInStpQueue = 0;
}
--_workItemsExecutingInStp;
if(_workItemsExecutingInStp < 0)
{
_workItemsExecutingInStp = 0;
}
}
// If the work item is not null then enqueue it
if (null != workItem)
{
workItem.CanceledWorkItemsGroup = _canceledWorkItemsGroup;
RegisterToWorkItemCompletion(workItem.GetWorkItemResult());
_workItemsQueue.Enqueue(workItem);
//_stp.IncrementWorkItemsCount();
if ((1 == _workItemsQueue.Count) &&
(0 == _workItemsInStpQueue))
{
_stp.RegisterWorkItemsGroup(this);
Trace.WriteLine("WorkItemsGroup " + Name + " is NOT idle");
_isIdleWaitHandle.Reset();
}
}
// If the work items queue of the group is empty than quit
if (0 == _workItemsQueue.Count)
{
if (0 == _workItemsInStpQueue)
{
_stp.UnregisterWorkItemsGroup(this);
Trace.WriteLine("WorkItemsGroup " + Name + " is idle");
_isIdleWaitHandle.Set();
_stp.QueueWorkItem(new WorkItemCallback(this.FireOnIdle));
}
return;
}
if (!_workItemsGroupStartInfo.StartSuspended)
{
if (_workItemsInStpQueue < _concurrency)
{
WorkItem nextWorkItem = _workItemsQueue.Dequeue() as WorkItem;
_stp.Enqueue(nextWorkItem, true);
++_workItemsInStpQueue;
}
}
}
}
#endregion
}
#endregion
}
using System;
using System.Threading;
using System.Runtime.CompilerServices;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
#region WorkItemsGroup class
/// <summary>
/// Summary description for WorkItemsGroup.
/// </summary>
public class WorkItemsGroup : WorkItemsGroupBase
{
#region Private members
private readonly object _lock = new object();
/// <summary>
/// A reference to the SmartThreadPool instance that created this
/// WorkItemsGroup.
/// </summary>
private readonly SmartThreadPool _stp;
/// <summary>
/// The OnIdle event
/// </summary>
private event WorkItemsGroupIdleHandler _onIdle;
/// <summary>
/// A flag to indicate if the Work Items Group is now suspended.
/// </summary>
private bool _isSuspended;
/// <summary>
/// Defines how many work items of this WorkItemsGroup can run at once.
/// </summary>
private int _concurrency;
/// <summary>
/// Priority queue to hold work items before they are passed
/// to the SmartThreadPool.
/// </summary>
private readonly PriorityQueue _workItemsQueue;
/// <summary>
/// Indicate how many work items are waiting in the SmartThreadPool
/// queue.
/// This value is used to apply the concurrency.
/// </summary>
private int _workItemsInStpQueue;
/// <summary>
/// Indicate how many work items are currently running in the SmartThreadPool.
/// This value is used with the Cancel, to calculate if we can send new
/// work items to the STP.
/// </summary>
private int _workItemsExecutingInStp = 0;
/// <summary>
/// WorkItemsGroup start information
/// </summary>
private readonly WIGStartInfo _workItemsGroupStartInfo;
/// <summary>
/// Signaled when all of the WorkItemsGroup's work item completed.
/// </summary>
//private readonly ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true);
private readonly ManualResetEvent _isIdleWaitHandle = EventWaitHandleFactory.CreateManualResetEvent(true);
/// <summary>
/// A common object for all the work items that this work items group
/// generate so we can mark them to cancel in O(1)
/// </summary>
private CanceledWorkItemsGroup _canceledWorkItemsGroup = new CanceledWorkItemsGroup();
#endregion
#region Construction
public WorkItemsGroup(
SmartThreadPool stp,
int concurrency,
WIGStartInfo wigStartInfo)
{
if (concurrency <= 0)
{
throw new ArgumentOutOfRangeException(
"concurrency",
#if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE)
concurrency,
#endif
"concurrency must be greater than zero");
}
_stp = stp;
_concurrency = concurrency;
_workItemsGroupStartInfo = new WIGStartInfo(wigStartInfo).AsReadOnly();
_workItemsQueue = new PriorityQueue();
Name = "WorkItemsGroup";
// The _workItemsInStpQueue gets the number of currently executing work items,
// because once a work item is executing, it cannot be cancelled.
_workItemsInStpQueue = _workItemsExecutingInStp;
_isSuspended = _workItemsGroupStartInfo.StartSuspended;
}
#endregion
#region WorkItemsGroupBase Overrides
public override int Concurrency
{
get { return _concurrency; }
set
{
Debug.Assert(value > 0);
int diff = value - _concurrency;
_concurrency = value;
if (diff > 0)
{
EnqueueToSTPNextNWorkItem(diff);
}
}
}
public override int WaitingCallbacks
{
get { return _workItemsQueue.Count; }
}
public override object[] GetStates()
{
lock (_lock)
{
object[] states = new object[_workItemsQueue.Count];
int i = 0;
foreach (WorkItem workItem in _workItemsQueue)
{
states[i] = workItem.GetWorkItemResult().State;
++i;
}
return states;
}
}
/// <summary>
/// WorkItemsGroup start information
/// </summary>
public override WIGStartInfo WIGStartInfo
{
get { return _workItemsGroupStartInfo; }
}
/// <summary>
/// Start the Work Items Group if it was started suspended
/// </summary>
public override void Start()
{
// If the Work Items Group already started then quit
if (!_isSuspended)
{
return;
}
_isSuspended = false;
EnqueueToSTPNextNWorkItem(Math.Min(_workItemsQueue.Count, _concurrency));
}
public override void Cancel(bool abortExecution)
{
lock (_lock)
{
_canceledWorkItemsGroup.IsCanceled = true;
_workItemsQueue.Clear();
_workItemsInStpQueue = 0;
_canceledWorkItemsGroup = new CanceledWorkItemsGroup();
}
if (abortExecution)
{
_stp.CancelAbortWorkItemsGroup(this);
}
}
/// <summary>
/// Wait for the thread pool to be idle
/// </summary>
public override bool WaitForIdle(int millisecondsTimeout)
{
SmartThreadPool.ValidateWorkItemsGroupWaitForIdle(this);
return STPEventWaitHandle.WaitOne(_isIdleWaitHandle, millisecondsTimeout, false);
}
public override event WorkItemsGroupIdleHandler OnIdle
{
add { _onIdle += value; }
remove { _onIdle -= value; }
}
#endregion
#region Private methods
private void RegisterToWorkItemCompletion(IWorkItemResult wir)
{
IInternalWorkItemResult iwir = (IInternalWorkItemResult)wir;
iwir.OnWorkItemStarted += OnWorkItemStartedCallback;
iwir.OnWorkItemCompleted += OnWorkItemCompletedCallback;
}
public void OnSTPIsStarting()
{
if (_isSuspended)
{
return;
}
EnqueueToSTPNextNWorkItem(_concurrency);
}
public void EnqueueToSTPNextNWorkItem(int count)
{
for (int i = 0; i < count; ++i)
{
EnqueueToSTPNextWorkItem(null, false);
}
}
private object FireOnIdle(object state)
{
FireOnIdleImpl(_onIdle);
return null;
}
[MethodImpl(MethodImplOptions.NoInlining)]
private void FireOnIdleImpl(WorkItemsGroupIdleHandler onIdle)
{
if(null == onIdle)
{
return;
}
Delegate[] delegates = onIdle.GetInvocationList();
foreach(WorkItemsGroupIdleHandler eh in delegates)
{
try
{
eh(this);
}
catch { } // Suppress exceptions
}
}
private void OnWorkItemStartedCallback(WorkItem workItem)
{
lock(_lock)
{
++_workItemsExecutingInStp;
}
}
private void OnWorkItemCompletedCallback(WorkItem workItem)
{
EnqueueToSTPNextWorkItem(null, true);
}
internal override void Enqueue(WorkItem workItem)
{
EnqueueToSTPNextWorkItem(workItem);
}
private void EnqueueToSTPNextWorkItem(WorkItem workItem)
{
EnqueueToSTPNextWorkItem(workItem, false);
}
private void EnqueueToSTPNextWorkItem(WorkItem workItem, bool decrementWorkItemsInStpQueue)
{
lock(_lock)
{
// Got here from OnWorkItemCompletedCallback()
if (decrementWorkItemsInStpQueue)
{
--_workItemsInStpQueue;
if(_workItemsInStpQueue < 0)
{
_workItemsInStpQueue = 0;
}
--_workItemsExecutingInStp;
if(_workItemsExecutingInStp < 0)
{
_workItemsExecutingInStp = 0;
}
}
// If the work item is not null then enqueue it
if (null != workItem)
{
workItem.CanceledWorkItemsGroup = _canceledWorkItemsGroup;
RegisterToWorkItemCompletion(workItem.GetWorkItemResult());
_workItemsQueue.Enqueue(workItem);
//_stp.IncrementWorkItemsCount();
if ((1 == _workItemsQueue.Count) &&
(0 == _workItemsInStpQueue))
{
_stp.RegisterWorkItemsGroup(this);
IsIdle = false;
_isIdleWaitHandle.Reset();
}
}
// If the work items queue of the group is empty than quit
if (0 == _workItemsQueue.Count)
{
if (0 == _workItemsInStpQueue)
{
_stp.UnregisterWorkItemsGroup(this);
IsIdle = true;
_isIdleWaitHandle.Set();
if (decrementWorkItemsInStpQueue && _onIdle != null && _onIdle.GetInvocationList().Length > 0)
{
_stp.QueueWorkItem(new WorkItemCallback(FireOnIdle));
}
}
return;
}
if (!_isSuspended)
{
if (_workItemsInStpQueue < _concurrency)
{
WorkItem nextWorkItem = _workItemsQueue.Dequeue() as WorkItem;
try
{
_stp.Enqueue(nextWorkItem);
}
catch (ObjectDisposedException e)
{
e.GetHashCode();
// The STP has been shutdown
}
++_workItemsInStpQueue;
}
}
}
}
#endregion
}
#endregion
}

View File

@ -0,0 +1,471 @@
using System;
using System.Threading;
namespace Amib.Threading.Internal
{
public abstract class WorkItemsGroupBase : IWorkItemsGroup
{
#region Private Fields
/// <summary>
/// Contains the name of this instance of SmartThreadPool.
/// Can be changed by the user.
/// </summary>
private string _name = "WorkItemsGroupBase";
public WorkItemsGroupBase()
{
IsIdle = true;
}
#endregion
#region IWorkItemsGroup Members
#region Public Methods
/// <summary>
/// Get/Set the name of the SmartThreadPool/WorkItemsGroup instance
/// </summary>
public string Name
{
get { return _name; }
set { _name = value; }
}
#endregion
#region Abstract Methods
public abstract int Concurrency { get; set; }
public abstract int WaitingCallbacks { get; }
public abstract object[] GetStates();
public abstract WIGStartInfo WIGStartInfo { get; }
public abstract void Start();
public abstract void Cancel(bool abortExecution);
public abstract bool WaitForIdle(int millisecondsTimeout);
public abstract event WorkItemsGroupIdleHandler OnIdle;
internal abstract void Enqueue(WorkItem workItem);
internal virtual void PreQueueWorkItem() { }
#endregion
#region Common Base Methods
/// <summary>
/// Cancel all the work items.
/// Same as Cancel(false)
/// </summary>
public virtual void Cancel()
{
Cancel(false);
}
/// <summary>
/// Wait for the SmartThreadPool/WorkItemsGroup to be idle
/// </summary>
public void WaitForIdle()
{
WaitForIdle(Timeout.Infinite);
}
/// <summary>
/// Wait for the SmartThreadPool/WorkItemsGroup to be idle
/// </summary>
public bool WaitForIdle(TimeSpan timeout)
{
return WaitForIdle((int)timeout.TotalMilliseconds);
}
/// <summary>
/// IsIdle is true when there are no work items running or queued.
/// </summary>
public bool IsIdle { get; protected set; }
#endregion
#region QueueWorkItem
/// <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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, 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)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority);
Enqueue(workItem);
return workItem.GetWorkItemResult();
}
#endregion
#region QueueWorkItem(Action<...>)
public IWorkItemResult QueueWorkItem(Action action)
{
return QueueWorkItem (action, SmartThreadPool.DefaultWorkItemPriority);
}
public IWorkItemResult QueueWorkItem (Action action, WorkItemPriority priority)
{
PreQueueWorkItem ();
WorkItem workItem = WorkItemFactory.CreateWorkItem (
this,
WIGStartInfo,
delegate
{
action.Invoke ();
return null;
}, priority);
Enqueue (workItem);
return workItem.GetWorkItemResult ();
}
public IWorkItemResult QueueWorkItem<T>(Action<T> action, T arg)
{
return QueueWorkItem<T> (action, arg, SmartThreadPool.DefaultWorkItemPriority);
}
public IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg, WorkItemPriority priority)
{
PreQueueWorkItem ();
WorkItem workItem = WorkItemFactory.CreateWorkItem (
this,
WIGStartInfo,
state =>
{
action.Invoke (arg);
return null;
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg } : null, priority);
Enqueue (workItem);
return workItem.GetWorkItemResult ();
}
public IWorkItemResult QueueWorkItem<T1, T2>(Action<T1, T2> action, T1 arg1, T2 arg2)
{
return QueueWorkItem<T1, T2> (action, arg1, arg2, SmartThreadPool.DefaultWorkItemPriority);
}
public IWorkItemResult QueueWorkItem<T1, T2> (Action<T1, T2> action, T1 arg1, T2 arg2, WorkItemPriority priority)
{
PreQueueWorkItem ();
WorkItem workItem = WorkItemFactory.CreateWorkItem (
this,
WIGStartInfo,
state =>
{
action.Invoke (arg1, arg2);
return null;
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2 } : null, priority);
Enqueue (workItem);
return workItem.GetWorkItemResult ();
}
public IWorkItemResult QueueWorkItem<T1, T2, T3>(Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3)
{
return QueueWorkItem<T1, T2, T3> (action, arg1, arg2, arg3, SmartThreadPool.DefaultWorkItemPriority);
;
}
public IWorkItemResult QueueWorkItem<T1, T2, T3> (Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3, WorkItemPriority priority)
{
PreQueueWorkItem ();
WorkItem workItem = WorkItemFactory.CreateWorkItem (
this,
WIGStartInfo,
state =>
{
action.Invoke (arg1, arg2, arg3);
return null;
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3 } : null, priority);
Enqueue (workItem);
return workItem.GetWorkItemResult ();
}
public IWorkItemResult QueueWorkItem<T1, T2, T3, T4>(
Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
{
return QueueWorkItem<T1, T2, T3, T4> (action, arg1, arg2, arg3, arg4,
SmartThreadPool.DefaultWorkItemPriority);
}
public IWorkItemResult QueueWorkItem<T1, T2, T3, T4> (
Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, WorkItemPriority priority)
{
PreQueueWorkItem ();
WorkItem workItem = WorkItemFactory.CreateWorkItem (
this,
WIGStartInfo,
state =>
{
action.Invoke (arg1, arg2, arg3, arg4);
return null;
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3, arg4 } : null, priority);
Enqueue (workItem);
return workItem.GetWorkItemResult ();
}
#endregion
#region QueueWorkItem(Func<...>)
public IWorkItemResult<TResult> QueueWorkItem<TResult>(Func<TResult> func)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(
this,
WIGStartInfo,
state =>
{
return func.Invoke();
});
Enqueue(workItem);
return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult());
}
public IWorkItemResult<TResult> QueueWorkItem<T, TResult>(Func<T, TResult> func, T arg)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(
this,
WIGStartInfo,
state =>
{
return func.Invoke(arg);
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg } : null);
Enqueue(workItem);
return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult());
}
public IWorkItemResult<TResult> QueueWorkItem<T1, T2, TResult>(Func<T1, T2, TResult> func, T1 arg1, T2 arg2)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(
this,
WIGStartInfo,
state =>
{
return func.Invoke(arg1, arg2);
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2 } : null);
Enqueue(workItem);
return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult());
}
public IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, TResult>(
Func<T1, T2, T3, TResult> func, T1 arg1, T2 arg2, T3 arg3)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(
this,
WIGStartInfo,
state =>
{
return func.Invoke(arg1, arg2, arg3);
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3 } : null);
Enqueue(workItem);
return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult());
}
public IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, T4, TResult>(
Func<T1, T2, T3, T4, TResult> func, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
{
PreQueueWorkItem();
WorkItem workItem = WorkItemFactory.CreateWorkItem(
this,
WIGStartInfo,
state =>
{
return func.Invoke(arg1, arg2, arg3, arg4);
},
WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3, arg4 } : null);
Enqueue(workItem);
return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult());
}
#endregion
#endregion
}
}

File diff suppressed because it is too large Load Diff

View File

@ -21,18 +21,21 @@
; * [[<ConfigName>@]<port>/]<dll name>[:<class name>]
; *
[Startup]
; Place to create a PID file
; If no path if specified then a PID file is not created.
; PIDFile = "/tmp/my.pid"
; Plugin Registry Location
; Set path to directory for plugin registry. Information
; about the registered repositories and installed plugins
; will be stored here
; The Robust.exe process must have R/W access to the location
RegistryLocation = "."
; Plugin Registry Location
; Set path to directory for plugin registry. Information
; about the registered repositories and installed plugins
; will be stored here
; The Robust.exe process must have R/W access to the location
RegistryLocation = "."
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
[ServiceList]

View File

@ -13,19 +13,21 @@
; * [[<ConfigName>@]<port>/]<dll name>[:<class name>]
; *
[Startup]
; Place to create a PID file
; If no path if specified then a PID file is not created.
; PIDFile = "/tmp/my.pid"
; Plugin Registry Location
; Set path to directory for plugin registry. Information
; about the registered repositories and installed plugins
; will be stored here
; The Robust.exe process must have R/W access to the location
RegistryLocation = "."
; Plugin Registry Location
; Set path to directory for plugin registry. Information
; about the registered repositories and installed plugins
; will be stored here
; The Robust.exe process must have R/W access to the location
RegistryLocation = "."
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
; Modular configurations
; Set path to directory for modular ini files...
; The Robust.exe process must have R/W access to the location
ConfigDirectory = "/home/opensim/etc/Configs"
[ServiceList]
AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector"

View File

@ -3055,6 +3055,7 @@
<Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Friends/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Inventory/Transfer/Tests" pattern="*.cs" recurse="true"/>
<Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/>
<Match path="Scripting/VectorRender/Tests" pattern="*.cs" recurse="true"/>
<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>