OpenSimMirror/ThirdParty/SmartThreadPool/SmartThreadPool.cs

1733 lines
59 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

#region Release History
// Smart Thread Pool
// 7 Aug 2004 - Initial release
//
// 14 Sep 2004 - Bug fixes
//
// 15 Oct 2004 - Added new features
// - Work items return result.
// - Support waiting synchronization for multiple work items.
// - Work items can be cancelled.
// - Passage of the caller threads context to the thread in the pool.
// - Minimal usage of WIN32 handles.
// - Minor bug fixes.
//
// 26 Dec 2004 - Changes:
// - Removed static constructors.
// - Added finalizers.
// - Changed Exceptions so they are serializable.
// - Fixed the bug in one of the SmartThreadPool constructors.
// - Changed the SmartThreadPool.WaitAll() so it will support any number of waiters.
// The SmartThreadPool.WaitAny() is still limited by the .NET Framework.
// - Added PostExecute with options on which cases to call it.
// - Added option to dispose of the state objects.
// - Added a WaitForIdle() method that waits until the work items queue is empty.
// - Added an STPStartInfo class for the initialization of the thread pool.
// - Changed exception handling so if a work item throws an exception it
// is rethrown at GetResult(), rather then firing an UnhandledException event.
// Note that PostExecute exception are always ignored.
//
// 25 Mar 2005 - Changes:
// - Fixed lost of work items bug
//
// 3 Jul 2005: Changes.
// - Fixed bug where Enqueue() throws an exception because PopWaiter() returned null, hardly reconstructed.
//
// 16 Aug 2005: Changes.
// - Fixed bug where the InUseThreads becomes negative when canceling work items.
//
// 31 Jan 2006 - Changes:
// - Added work items priority
// - Removed support of chained delegates in callbacks and post executes (nobody really use this)
// - Added work items groups
// - Added work items groups idle event
// - Changed SmartThreadPool.WaitAll() behavior so when it gets empty array
// it returns true rather then throwing an exception.
// - Added option to start the STP and the WIG as suspended
// - Exception behavior changed, the real exception is returned by an
// inner exception
// - Added option to keep the Http context of the caller thread. (Thanks to Steven T.)
// - Added performance counters
// - Added priority to the threads in the pool
//
// 13 Feb 2006 - Changes:
// - Added a call to the dispose of the Performance Counter so
// their won't be a Performance Counter leak.
// - Added exception catch in case the Performance Counters cannot
// be created.
//
// 17 May 2008 - Changes:
// - Changed the dispose behavior and removed the Finalizers.
// - Enabled the change of the MaxThreads and MinThreads at run time.
// - Enabled the change of the Concurrency of a IWorkItemsGroup at run
// time If the IWorkItemsGroup is a SmartThreadPool then the Concurrency
// refers to the MaxThreads.
// - Improved the cancel behavior.
// - Added events for thread creation and termination.
// - Fixed the HttpContext context capture.
// - Changed internal collections so they use generic collections
// - Added IsIdle flag to the SmartThreadPool and IWorkItemsGroup
// - Added support for WinCE
// - Added support for Action<T> and Func<T>
//
// 07 April 2009 - Changes:
// - Added support for Silverlight and Mono
// - Added Join, Choice, and Pipe to SmartThreadPool.
// - Added local performance counters (for Mono, Silverlight, and WindowsCE)
// - Changed duration measures from DateTime.Now to Stopwatch.
// - Queues changed from System.Collections.Queue to System.Collections.Generic.LinkedList<T>.
//
// 21 December 2009 - Changes:
// - Added work item timeout (passive)
//
// 20 August 2012 - Changes:
// - Added set name to threads
// - Fixed the WorkItemsQueue.Dequeue.
// Replaced while (!Monitor.TryEnter(this)); with lock(this) { ... }
// - Fixed SmartThreadPool.Pipe
// - Added IsBackground option to threads
// - Added ApartmentState to threads
// - Fixed thread creation when queuing many work items at the same time.
//
// 24 August 2012 - Changes:
// - Enabled cancel abort after cancel. See: http://smartthreadpool.codeplex.com/discussions/345937 by alecswan
// - Added option to set MaxStackSize of threads
#endregion
using System;
using System.Security;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using Amib.Threading.Internal;
namespace Amib.Threading
{
#region SmartThreadPool class
/// <summary>
/// Smart thread pool class.
/// </summary>
public partial class SmartThreadPool : WorkItemsGroupBase, IDisposable
{
#region Public Default Constants
/// <summary>
/// Default minimum number of threads the thread pool contains. (0)
/// </summary>
public const int DefaultMinWorkerThreads = 0;
/// <summary>
/// Default maximum number of threads the thread pool contains. (25)
/// </summary>
public const int DefaultMaxWorkerThreads = 25;
/// <summary>
/// Default idle timeout in milliseconds. (One minute)
/// </summary>
public const int DefaultIdleTimeout = 60*1000; // One minute
/// <summary>
/// Indicate to copy the security context of the caller and then use it in the call. (false)
/// </summary>
public const bool DefaultUseCallerCallContext = false;
/// <summary>
/// Indicate to copy the HTTP context of the caller and then use it in the call. (false)
/// </summary>
public const bool DefaultUseCallerHttpContext = false;
/// <summary>
/// Indicate to dispose of the state objects if they support the IDispose interface. (false)
/// </summary>
public const bool DefaultDisposeOfStateObjects = false;
/// <summary>
/// The default option to run the post execute (CallToPostExecute.Always)
/// </summary>
public const CallToPostExecute DefaultCallToPostExecute = CallToPostExecute.Always;
/// <summary>
/// The default post execute method to run. (None)
/// When null it means not to call it.
/// </summary>
public static readonly PostExecuteWorkItemCallback DefaultPostExecuteWorkItemCallback;
/// <summary>
/// The default work item priority (WorkItemPriority.Normal)
/// </summary>
public const WorkItemPriority DefaultWorkItemPriority = WorkItemPriority.Normal;
/// <summary>
/// The default is to work on work items as soon as they arrive
/// and not to wait for the start. (false)
/// </summary>
public const bool DefaultStartSuspended = false;
/// <summary>
/// The default name to use for the performance counters instance. (null)
/// </summary>
public static readonly string DefaultPerformanceCounterInstanceName;
#if !(WINDOWS_PHONE)
/// <summary>
/// The default thread priority (ThreadPriority.Normal)
/// </summary>
public const ThreadPriority DefaultThreadPriority = ThreadPriority.Normal;
#endif
/// <summary>
/// The default thread pool name. (SmartThreadPool)
/// </summary>
public const string DefaultThreadPoolName = "SmartThreadPool";
/// <summary>
/// The default Max Stack Size. (SmartThreadPool)
/// </summary>
public static readonly int? DefaultMaxStackSize = null;
/// <summary>
/// The default fill state with params. (false)
/// It is relevant only to QueueWorkItem of Action&lt;...&gt;/Func&lt;...&gt;
/// </summary>
public const bool DefaultFillStateWithArgs = false;
/// <summary>
/// The default thread backgroundness. (true)
/// </summary>
public const bool DefaultAreThreadsBackground = true;
#if !(_SILVERLIGHT) && !(WINDOWS_PHONE)
/// <summary>
/// The default apartment state of a thread in the thread pool.
/// The default is ApartmentState.Unknown which means the STP will not
/// set the apartment of the thread. It will use the .NET default.
/// </summary>
public const ApartmentState DefaultApartmentState = ApartmentState.Unknown;
#endif
#endregion
#region Member Variables
/// <summary>
/// Dictionary of all the threads in the thread pool.
/// </summary>
private readonly SynchronizedDictionary<Thread, ThreadEntry> _workerThreads = new SynchronizedDictionary<Thread, ThreadEntry>();
/// <summary>
/// Queue of work items.
/// </summary>
private readonly WorkItemsQueue _workItemsQueue = new WorkItemsQueue();
/// <summary>
/// Count the work items handled.
/// Used by the performance counter.
/// </summary>
private int _workItemsProcessed;
/// <summary>
/// Number of threads that currently work (not idle).
/// </summary>
private int _inUseWorkerThreads;
/// <summary>
/// Stores a copy of the original STPStartInfo.
/// It is used to change the MinThread and MaxThreads
/// </summary>
private STPStartInfo _stpStartInfo;
/// <summary>
/// Total number of work items that are stored in the work items queue
/// plus the work items that the threads in the pool are working on.
/// </summary>
private int _currentWorkItemsCount;
/// <summary>
/// Signaled when the thread pool is idle, i.e. no thread is busy
/// and the work items queue is empty
/// </summary>
//private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true);
private ManualResetEvent _isIdleWaitHandle = EventWaitHandleFactory.CreateManualResetEvent(true);
/// <summary>
/// An event to signal all the threads to quit immediately.
/// </summary>
//private ManualResetEvent _shuttingDownEvent = new ManualResetEvent(false);
private ManualResetEvent _shuttingDownEvent = EventWaitHandleFactory.CreateManualResetEvent(false);
/// <summary>
/// A flag to indicate if the Smart Thread Pool is now suspended.
/// </summary>
private bool _isSuspended;
/// <summary>
/// A flag to indicate the threads to quit.
/// </summary>
private bool _shutdown;
/// <summary>
/// Counts the threads created in the pool.
/// It is used to name the threads.
/// </summary>
private int _threadCounter;
/// <summary>
/// Indicate that the SmartThreadPool has been disposed
/// </summary>
private bool _isDisposed;
/// <summary>
/// Holds all the WorkItemsGroup instaces that have at least one
/// work item int the SmartThreadPool
/// This variable is used in case of Shutdown
/// </summary>
private readonly SynchronizedDictionary<IWorkItemsGroup, IWorkItemsGroup> _workItemsGroups = new SynchronizedDictionary<IWorkItemsGroup, IWorkItemsGroup>();
/// <summary>
/// A common object for all the work items int the STP
/// so we can mark them to cancel in O(1)
/// </summary>
private CanceledWorkItemsGroup _canceledSmartThreadPool = new CanceledWorkItemsGroup();
/// <summary>
/// Windows STP performance counters
/// </summary>
private ISTPInstancePerformanceCounters _windowsPCs = NullSTPInstancePerformanceCounters.Instance;
/// <summary>
/// Local STP performance counters
/// </summary>
private ISTPInstancePerformanceCounters _localPCs = NullSTPInstancePerformanceCounters.Instance;
#if (WINDOWS_PHONE)
private static readonly Dictionary<int, ThreadEntry> _threadEntries = new Dictionary<int, ThreadEntry>();
#elif (_WINDOWS_CE)
private static LocalDataStoreSlot _threadEntrySlot = Thread.AllocateDataSlot();
#else
[ThreadStatic]
private static ThreadEntry _threadEntry;
#endif
/// <summary>
/// An event to call after a thread is created, but before
/// it's first use.
/// </summary>
private event ThreadInitializationHandler _onThreadInitialization;
/// <summary>
/// An event to call when a thread is about to exit, after
/// it is no longer belong to the pool.
/// </summary>
private event ThreadTerminationHandler _onThreadTermination;
#endregion
#region Per thread properties
/// <summary>
/// A reference to the current work item a thread from the thread pool
/// is executing.
/// </summary>
internal static ThreadEntry CurrentThreadEntry
{
#if (WINDOWS_PHONE)
get
{
lock(_threadEntries)
{
ThreadEntry threadEntry;
if (_threadEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out threadEntry))
{
return threadEntry;
}
}
return null;
}
set
{
lock(_threadEntries)
{
_threadEntries[Thread.CurrentThread.ManagedThreadId] = value;
}
}
#elif (_WINDOWS_CE)
get
{
//Thread.CurrentThread.ManagedThreadId
return Thread.GetData(_threadEntrySlot) as ThreadEntry;
}
set
{
Thread.SetData(_threadEntrySlot, value);
}
#else
get
{
return _threadEntry;
}
set
{
_threadEntry = value;
}
#endif
}
#endregion
#region Construction and Finalization
/// <summary>
/// Constructor
/// </summary>
public SmartThreadPool()
{
_stpStartInfo = new STPStartInfo();
Initialize();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
public SmartThreadPool(int idleTimeout)
{
_stpStartInfo = new STPStartInfo
{
IdleTimeout = idleTimeout,
};
Initialize();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
/// <param name="maxWorkerThreads">Upper limit of threads in the pool</param>
public SmartThreadPool(
int idleTimeout,
int maxWorkerThreads)
{
_stpStartInfo = new STPStartInfo
{
IdleTimeout = idleTimeout,
MaxWorkerThreads = maxWorkerThreads,
};
Initialize();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="idleTimeout">Idle timeout in milliseconds</param>
/// <param name="maxWorkerThreads">Upper limit of threads in the pool</param>
/// <param name="minWorkerThreads">Lower limit of threads in the pool</param>
public SmartThreadPool(
int idleTimeout,
int maxWorkerThreads,
int minWorkerThreads)
{
_stpStartInfo = new STPStartInfo
{
IdleTimeout = idleTimeout,
MaxWorkerThreads = maxWorkerThreads,
MinWorkerThreads = minWorkerThreads,
};
Initialize();
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="stpStartInfo">A SmartThreadPool configuration that overrides the default behavior</param>
public SmartThreadPool(STPStartInfo stpStartInfo)
{
_stpStartInfo = new STPStartInfo(stpStartInfo);
Initialize();
}
private void Initialize()
{
Name = _stpStartInfo.ThreadPoolName;
ValidateSTPStartInfo();
// _stpStartInfoRW stores a read/write copy of the STPStartInfo.
// Actually only MaxWorkerThreads and MinWorkerThreads are overwritten
_isSuspended = _stpStartInfo.StartSuspended;
#if (_WINDOWS_CE) || (_SILVERLIGHT) || (_MONO) || (WINDOWS_PHONE)
if (null != _stpStartInfo.PerformanceCounterInstanceName)
{
throw new NotSupportedException("Performance counters are not implemented for Compact Framework/Silverlight/Mono, instead use StpStartInfo.EnableLocalPerformanceCounters");
}
#else
if (null != _stpStartInfo.PerformanceCounterInstanceName)
{
try
{
_windowsPCs = new STPInstancePerformanceCounters(_stpStartInfo.PerformanceCounterInstanceName);
}
catch (Exception e)
{
Debug.WriteLine("Unable to create Performance Counters: " + e);
_windowsPCs = NullSTPInstancePerformanceCounters.Instance;
}
}
#endif
if (_stpStartInfo.EnableLocalPerformanceCounters)
{
_localPCs = new LocalSTPInstancePerformanceCounters();
}
// If the STP is not started suspended then start the threads.
if (!_isSuspended)
{
StartOptimalNumberOfThreads();
}
}
private void StartOptimalNumberOfThreads()
{
int threadsCount = Math.Max(_workItemsQueue.Count, _stpStartInfo.MinWorkerThreads);
threadsCount = Math.Min(threadsCount, _stpStartInfo.MaxWorkerThreads);
threadsCount -= _workerThreads.Count;
if (threadsCount > 0)
{
StartThreads(threadsCount);
}
}
private void ValidateSTPStartInfo()
{
if (_stpStartInfo.MinWorkerThreads < 0)
{
throw new ArgumentOutOfRangeException(
"MinWorkerThreads", "MinWorkerThreads cannot be negative");
}
if (_stpStartInfo.MaxWorkerThreads <= 0)
{
throw new ArgumentOutOfRangeException(
"MaxWorkerThreads", "MaxWorkerThreads must be greater than zero");
}
if (_stpStartInfo.MinWorkerThreads > _stpStartInfo.MaxWorkerThreads)
{
throw new ArgumentOutOfRangeException(
"MinWorkerThreads, maxWorkerThreads",
"MaxWorkerThreads must be greater or equal to MinWorkerThreads");
}
}
private static void ValidateCallback(Delegate callback)
{
if(callback.GetInvocationList().Length > 1)
{
throw new NotSupportedException("SmartThreadPool doesn't support delegates chains");
}
}
#endregion
#region Thread Processing
/// <summary>
/// Waits on the queue for a work item, shutdown, or timeout.
/// </summary>
/// <returns>
/// Returns the WaitingCallback or null in case of timeout or shutdown.
/// </returns>
private WorkItem Dequeue()
{
WorkItem workItem =
_workItemsQueue.DequeueWorkItem(_stpStartInfo.IdleTimeout, _shuttingDownEvent);
return workItem;
}
/// <summary>
/// Put a new work item in the queue
/// </summary>
/// <param name="workItem">A work item to queue</param>
internal override void Enqueue(WorkItem workItem)
{
// Make sure the workItem is not null
Debug.Assert(null != workItem);
IncrementWorkItemsCount();
workItem.CanceledSmartThreadPool = _canceledSmartThreadPool;
_workItemsQueue.EnqueueWorkItem(workItem);
workItem.WorkItemIsQueued();
// If all the threads are busy then try to create a new one
if (_currentWorkItemsCount > _workerThreads.Count)
{
StartThreads(1);
}
}
private void IncrementWorkItemsCount()
{
_windowsPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed);
_localPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed);
int count = Interlocked.Increment(ref _currentWorkItemsCount);
//Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString());
if (count == 1)
{
IsIdle = false;
_isIdleWaitHandle.Reset();
}
}
private void DecrementWorkItemsCount()
{
int count = Interlocked.Decrement(ref _currentWorkItemsCount);
//Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString());
if (count == 0)
{
IsIdle = true;
_isIdleWaitHandle.Set();
}
Interlocked.Increment(ref _workItemsProcessed);
if (!_shutdown)
{
// The counter counts even if the work item was cancelled
_windowsPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed);
_localPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed);
}
}
internal void RegisterWorkItemsGroup(IWorkItemsGroup workItemsGroup)
{
_workItemsGroups[workItemsGroup] = workItemsGroup;
}
internal void UnregisterWorkItemsGroup(IWorkItemsGroup workItemsGroup)
{
if (_workItemsGroups.Contains(workItemsGroup))
{
_workItemsGroups.Remove(workItemsGroup);
}
}
/// <summary>
/// Inform that the current thread is about to quit or quiting.
/// The same thread may call this method more than once.
/// </summary>
private void InformCompleted()
{
// There is no need to lock the two methods together
// since only the current thread removes itself
// and the _workerThreads is a synchronized dictionary
if (_workerThreads.Contains(Thread.CurrentThread))
{
_workerThreads.Remove(Thread.CurrentThread);
_windowsPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads);
_localPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads);
}
}
/// <summary>
/// Starts new threads
/// </summary>
/// <param name="threadsCount">The number of threads to start</param>
private void StartThreads(int threadsCount)
{
if (_isSuspended)
{
return;
}
lock(_workerThreads.SyncRoot)
{
// Don't start threads on shut down
if (_shutdown)
{
return;
}
for(int i = 0; i < threadsCount; ++i)
{
// Don't create more threads then the upper limit
if (_workerThreads.Count >= _stpStartInfo.MaxWorkerThreads)
{
return;
}
// Create a new thread
#if (_SILVERLIGHT) || (WINDOWS_PHONE)
Thread workerThread = new Thread(ProcessQueuedItems);
#else
Thread workerThread =
_stpStartInfo.MaxStackSize.HasValue
? new Thread(ProcessQueuedItems, _stpStartInfo.MaxStackSize.Value)
: new Thread(ProcessQueuedItems);
#endif
// Configure the new thread and start it
workerThread.Name = "STP " + Name + " Thread #" + _threadCounter;
workerThread.IsBackground = _stpStartInfo.AreThreadsBackground;
#if !(_SILVERLIGHT) && !(_WINDOWS_CE) && !(WINDOWS_PHONE)
if (_stpStartInfo.ApartmentState != ApartmentState.Unknown)
{
workerThread.SetApartmentState(_stpStartInfo.ApartmentState);
}
#endif
#if !(_SILVERLIGHT) && !(WINDOWS_PHONE)
workerThread.Priority = _stpStartInfo.ThreadPriority;
#endif
workerThread.Start();
++_threadCounter;
// Add it to the dictionary and update its creation time.
_workerThreads[workerThread] = new ThreadEntry(this);
_windowsPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads);
_localPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads);
}
}
}
/// <summary>
/// A worker thread method that processes work items from the work items queue.
/// </summary>
private void ProcessQueuedItems()
{
// Keep the entry of the dictionary as thread's variable to avoid the synchronization locks
// of the dictionary.
CurrentThreadEntry = _workerThreads[Thread.CurrentThread];
FireOnThreadInitialization();
try
{
bool bInUseWorkerThreadsWasIncremented = false;
// Process until shutdown.
while(!_shutdown)
{
// Update the last time this thread was seen alive.
// It's good for debugging.
CurrentThreadEntry.IAmAlive();
// The following block handles the when the MaxWorkerThreads has been
// incremented by the user at run-time.
// Double lock for quit.
if (_workerThreads.Count > _stpStartInfo.MaxWorkerThreads)
{
lock (_workerThreads.SyncRoot)
{
if (_workerThreads.Count > _stpStartInfo.MaxWorkerThreads)
{
// Inform that the thread is quiting and then quit.
// This method must be called within this lock or else
// more threads will quit and the thread pool will go
// below the lower limit.
InformCompleted();
break;
}
}
}
// Wait for a work item, shutdown, or timeout
WorkItem workItem = Dequeue();
// Update the last time this thread was seen alive.
// It's good for debugging.
CurrentThreadEntry.IAmAlive();
// On timeout or shut down.
if (null == workItem)
{
// Double lock for quit.
if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads)
{
lock(_workerThreads.SyncRoot)
{
if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads)
{
// Inform that the thread is quiting and then quit.
// This method must be called within this lock or else
// more threads will quit and the thread pool will go
// below the lower limit.
InformCompleted();
break;
}
}
}
}
// If we didn't quit then skip to the next iteration.
if (null == workItem)
{
continue;
}
try
{
// Initialize the value to false
bInUseWorkerThreadsWasIncremented = false;
// Set the Current Work Item of the thread.
// Store the Current Work Item before the workItem.StartingWorkItem() is called,
// so WorkItem.Cancel can work when the work item is between InQueue and InProgress
// states.
// If the work item has been cancelled BEFORE the workItem.StartingWorkItem()
// (work item is in InQueue state) then workItem.StartingWorkItem() will return false.
// If the work item has been cancelled AFTER the workItem.StartingWorkItem() then
// (work item is in InProgress state) then the thread will be aborted
CurrentThreadEntry.CurrentWorkItem = workItem;
// Change the state of the work item to 'in progress' if possible.
// We do it here so if the work item has been canceled we won't
// increment the _inUseWorkerThreads.
// The cancel mechanism doesn't delete items from the queue,
// it marks the work item as canceled, and when the work item
// is dequeued, we just skip it.
// If the post execute of work item is set to always or to
// call when the work item is canceled then the StartingWorkItem()
// will return true, so the post execute can run.
if (!workItem.StartingWorkItem())
{
continue;
}
// Execute the callback. Make sure to accurately
// record how many callbacks are currently executing.
int inUseWorkerThreads = Interlocked.Increment(ref _inUseWorkerThreads);
_windowsPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads);
_localPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads);
// Mark that the _inUseWorkerThreads incremented, so in the finally{}
// statement we will decrement it correctly.
bInUseWorkerThreadsWasIncremented = true;
workItem.FireWorkItemStarted();
ExecuteWorkItem(workItem);
}
catch(Exception ex)
{
ex.GetHashCode();
// Do nothing
}
finally
{
workItem.DisposeOfState();
// Set the CurrentWorkItem to null, since we
// no longer run user's code.
CurrentThreadEntry.CurrentWorkItem = null;
// Decrement the _inUseWorkerThreads only if we had
// incremented it. Note the cancelled work items don't
// increment _inUseWorkerThreads.
if (bInUseWorkerThreadsWasIncremented)
{
int inUseWorkerThreads = Interlocked.Decrement(ref _inUseWorkerThreads);
_windowsPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads);
_localPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads);
}
// Notify that the work item has been completed.
// WorkItemsGroup may enqueue their next work item.
workItem.FireWorkItemCompleted();
// Decrement the number of work items here so the idle
// ManualResetEvent won't fluctuate.
DecrementWorkItemsCount();
}
}
}
catch(ThreadAbortException tae)
{
tae.GetHashCode();
// Handle the abort exception gracfully.
#if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE)
Thread.ResetAbort();
#endif
}
catch(Exception e)
{
Debug.Assert(null != e);
}
finally
{
InformCompleted();
FireOnThreadTermination();
}
}
private void ExecuteWorkItem(WorkItem workItem)
{
_windowsPCs.SampleWorkItemsWaitTime(workItem.WaitingTime);
_localPCs.SampleWorkItemsWaitTime(workItem.WaitingTime);
try
{
workItem.Execute();
}
finally
{
_windowsPCs.SampleWorkItemsProcessTime(workItem.ProcessTime);
_localPCs.SampleWorkItemsProcessTime(workItem.ProcessTime);
}
}
#endregion
#region Public Methods
private void ValidateWaitForIdle()
{
if (null != CurrentThreadEntry && CurrentThreadEntry.AssociatedSmartThreadPool == this)
{
throw new NotSupportedException(
"WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock");
}
}
internal static void ValidateWorkItemsGroupWaitForIdle(IWorkItemsGroup workItemsGroup)
{
if (null == CurrentThreadEntry)
{
return;
}
WorkItem workItem = CurrentThreadEntry.CurrentWorkItem;
ValidateWorkItemsGroupWaitForIdleImpl(workItemsGroup, workItem);
if ((null != workItemsGroup) &&
(null != workItem) &&
CurrentThreadEntry.CurrentWorkItem.WasQueuedBy(workItemsGroup))
{
throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock");
}
}
[MethodImpl(MethodImplOptions.NoInlining)]
private static void ValidateWorkItemsGroupWaitForIdleImpl(IWorkItemsGroup workItemsGroup, WorkItem workItem)
{
if ((null != workItemsGroup) &&
(null != workItem) &&
workItem.WasQueuedBy(workItemsGroup))
{
throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock");
}
}
/// <summary>
/// Force the SmartThreadPool to shutdown
/// </summary>
public void Shutdown()
{
Shutdown(true, 0);
}
/// <summary>
/// Force the SmartThreadPool to shutdown with timeout
/// </summary>
public void Shutdown(bool forceAbort, TimeSpan timeout)
{
Shutdown(forceAbort, (int)timeout.TotalMilliseconds);
}
/// <summary>
/// Empties the queue of work items and abort the threads in the pool.
/// </summary>
public void Shutdown(bool forceAbort, int millisecondsTimeout)
{
ValidateNotDisposed();
ISTPInstancePerformanceCounters pcs = _windowsPCs;
if (NullSTPInstancePerformanceCounters.Instance != _windowsPCs)
{
// Set the _pcs to "null" to stop updating the performance
// counters
_windowsPCs = NullSTPInstancePerformanceCounters.Instance;
pcs.Dispose();
}
Thread [] threads;
lock(_workerThreads.SyncRoot)
{
// Shutdown the work items queue
_workItemsQueue.Dispose();
// Signal the threads to exit
_shutdown = true;
_shuttingDownEvent.Set();
// Make a copy of the threads' references in the pool
threads = new Thread [_workerThreads.Count];
_workerThreads.Keys.CopyTo(threads, 0);
}
int millisecondsLeft = millisecondsTimeout;
Stopwatch stopwatch = Stopwatch.StartNew();
//DateTime start = DateTime.UtcNow;
bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout);
bool timeout = false;
// Each iteration we update the time left for the timeout.
foreach(Thread thread in threads)
{
// Join don't work with negative numbers
if (!waitInfinitely && (millisecondsLeft < 0))
{
timeout = true;
break;
}
// Wait for the thread to terminate
bool success = thread.Join(millisecondsLeft);
if(!success)
{
timeout = true;
break;
}
if(!waitInfinitely)
{
// Update the time left to wait
//TimeSpan ts = DateTime.UtcNow - start;
millisecondsLeft = millisecondsTimeout - (int)stopwatch.ElapsedMilliseconds;
}
}
if (timeout && forceAbort)
{
// Abort the threads in the pool
foreach(Thread thread in threads)
{
if ((thread != null)
#if !(_WINDOWS_CE)
&& thread.IsAlive
#endif
)
{
try
{
thread.Abort(); // Shutdown
}
catch(SecurityException e)
{
e.GetHashCode();
}
catch(ThreadStateException ex)
{
ex.GetHashCode();
// In case the thread has been terminated
// after the check if it is alive.
}
}
}
}
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll(
IWaitableResult [] waitableResults)
{
return WaitAll(waitableResults, Timeout.Infinite, true);
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll(
IWaitableResult [] waitableResults,
TimeSpan timeout,
bool exitContext)
{
return WaitAll(waitableResults, (int)timeout.TotalMilliseconds, exitContext);
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll(
IWaitableResult[] waitableResults,
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
return WaitAll(waitableResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle);
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll(
IWaitableResult [] waitableResults,
int millisecondsTimeout,
bool exitContext)
{
return WorkItem.WaitAll(waitableResults, millisecondsTimeout, exitContext, null);
}
/// <summary>
/// Wait for all work items to complete
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// true when every work item in workItemResults has completed; otherwise false.
/// </returns>
public static bool WaitAll(
IWaitableResult[] waitableResults,
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
return WorkItem.WaitAll(waitableResults, millisecondsTimeout, exitContext, cancelWaitHandle);
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if any of the work items has been canceled.
/// </returns>
public static int WaitAny(
IWaitableResult [] waitableResults)
{
return WaitAny(waitableResults, Timeout.Infinite, true);
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny(
IWaitableResult[] waitableResults,
TimeSpan timeout,
bool exitContext)
{
return WaitAny(waitableResults, (int)timeout.TotalMilliseconds, exitContext);
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny(
IWaitableResult [] waitableResults,
TimeSpan timeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
return WaitAny(waitableResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle);
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny(
IWaitableResult [] waitableResults,
int millisecondsTimeout,
bool exitContext)
{
return WorkItem.WaitAny(waitableResults, millisecondsTimeout, exitContext, null);
}
/// <summary>
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
/// </summary>
/// <param name="waitableResults">Array of work item result objects</param>
/// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param>
/// <param name="exitContext">
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
/// </param>
/// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param>
/// <returns>
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
/// </returns>
public static int WaitAny(
IWaitableResult [] waitableResults,
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
return WorkItem.WaitAny(waitableResults, millisecondsTimeout, exitContext, cancelWaitHandle);
}
/// <summary>
/// Creates a new WorkItemsGroup.
/// </summary>
/// <param name="concurrency">The number of work items that can be run concurrently</param>
/// <returns>A reference to the WorkItemsGroup</returns>
public IWorkItemsGroup CreateWorkItemsGroup(int concurrency)
{
IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, _stpStartInfo);
return workItemsGroup;
}
/// <summary>
/// Creates a new WorkItemsGroup.
/// </summary>
/// <param name="concurrency">The number of work items that can be run concurrently</param>
/// <param name="wigStartInfo">A WorkItemsGroup configuration that overrides the default behavior</param>
/// <returns>A reference to the WorkItemsGroup</returns>
public IWorkItemsGroup CreateWorkItemsGroup(int concurrency, WIGStartInfo wigStartInfo)
{
IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, wigStartInfo);
return workItemsGroup;
}
#region Fire Thread's Events
private void FireOnThreadInitialization()
{
if (null != _onThreadInitialization)
{
foreach (ThreadInitializationHandler tih in _onThreadInitialization.GetInvocationList())
{
try
{
tih();
}
catch (Exception e)
{
e.GetHashCode();
Debug.Assert(false);
throw;
}
}
}
}
private void FireOnThreadTermination()
{
if (null != _onThreadTermination)
{
foreach (ThreadTerminationHandler tth in _onThreadTermination.GetInvocationList())
{
try
{
tth();
}
catch (Exception e)
{
e.GetHashCode();
Debug.Assert(false);
throw;
}
}
}
}
#endregion
/// <summary>
/// This event is fired when a thread is created.
/// Use it to initialize a thread before the work items use it.
/// </summary>
public event ThreadInitializationHandler OnThreadInitialization
{
add { _onThreadInitialization += value; }
remove { _onThreadInitialization -= value; }
}
/// <summary>
/// This event is fired when a thread is terminating.
/// Use it for cleanup.
/// </summary>
public event ThreadTerminationHandler OnThreadTermination
{
add { _onThreadTermination += value; }
remove { _onThreadTermination -= value; }
}
internal void CancelAbortWorkItemsGroup(WorkItemsGroup wig)
{
foreach (ThreadEntry threadEntry in _workerThreads.Values)
{
WorkItem workItem = threadEntry.CurrentWorkItem;
if (null != workItem &&
workItem.WasQueuedBy(wig) &&
!workItem.IsCanceled)
{
threadEntry.CurrentWorkItem.GetWorkItemResult().Cancel(true);
}
}
}
#endregion
#region Properties
/// <summary>
/// Get/Set the lower limit of threads in the pool.
/// </summary>
public int MinThreads
{
get
{
ValidateNotDisposed();
return _stpStartInfo.MinWorkerThreads;
}
set
{
Debug.Assert(value >= 0);
Debug.Assert(value <= _stpStartInfo.MaxWorkerThreads);
if (_stpStartInfo.MaxWorkerThreads < value)
{
_stpStartInfo.MaxWorkerThreads = value;
}
_stpStartInfo.MinWorkerThreads = value;
StartOptimalNumberOfThreads();
}
}
/// <summary>
/// Get/Set the upper limit of threads in the pool.
/// </summary>
public int MaxThreads
{
get
{
ValidateNotDisposed();
return _stpStartInfo.MaxWorkerThreads;
}
set
{
Debug.Assert(value > 0);
Debug.Assert(value >= _stpStartInfo.MinWorkerThreads);
if (_stpStartInfo.MinWorkerThreads > value)
{
_stpStartInfo.MinWorkerThreads = value;
}
_stpStartInfo.MaxWorkerThreads = value;
StartOptimalNumberOfThreads();
}
}
/// <summary>
/// Get the number of threads in the thread pool.
/// Should be between the lower and the upper limits.
/// </summary>
public int ActiveThreads
{
get
{
ValidateNotDisposed();
return _workerThreads.Count;
}
}
/// <summary>
/// Get the number of busy (not idle) threads in the thread pool.
/// </summary>
public int InUseThreads
{
get
{
ValidateNotDisposed();
return _inUseWorkerThreads;
}
}
/// <summary>
/// Returns true if the current running work item has been cancelled.
/// Must be used within the work item's callback method.
/// The work item should sample this value in order to know if it
/// needs to quit before its completion.
/// </summary>
public static bool IsWorkItemCanceled
{
get
{
return CurrentThreadEntry.CurrentWorkItem.IsCanceled;
}
}
/// <summary>
/// Checks if the work item has been cancelled, and if yes then abort the thread.
/// Can be used with Cancel and timeout
/// </summary>
public static void AbortOnWorkItemCancel()
{
if (IsWorkItemCanceled)
{
Thread.CurrentThread.Abort();
}
}
/// <summary>
/// Thread Pool start information (readonly)
/// </summary>
public STPStartInfo STPStartInfo
{
get
{
return _stpStartInfo.AsReadOnly();
}
}
public bool IsShuttingdown
{
get { return _shutdown; }
}
/// <summary>
/// Return the local calculated performance counters
/// Available only if STPStartInfo.EnableLocalPerformanceCounters is true.
/// </summary>
public ISTPPerformanceCountersReader PerformanceCountersReader
{
get { return (ISTPPerformanceCountersReader)_localPCs; }
}
#endregion
#region IDisposable Members
public void Dispose()
{
if (!_isDisposed)
{
if (!_shutdown)
{
Shutdown();
}
if (null != _shuttingDownEvent)
{
_shuttingDownEvent.Close();
_shuttingDownEvent = null;
}
_workerThreads.Clear();
if (null != _isIdleWaitHandle)
{
_isIdleWaitHandle.Close();
_isIdleWaitHandle = null;
}
_isDisposed = true;
}
}
private void ValidateNotDisposed()
{
if(_isDisposed)
{
throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown");
}
}
#endregion
#region WorkItemsGroupBase Overrides
/// <summary>
/// Get/Set the maximum number of work items that execute cocurrency on the thread pool
/// </summary>
public override int Concurrency
{
get { return MaxThreads; }
set { MaxThreads = value; }
}
/// <summary>
/// Get the number of work items in the queue.
/// </summary>
public override int WaitingCallbacks
{
get
{
ValidateNotDisposed();
return _workItemsQueue.Count;
}
}
/// <summary>
/// Get an array with all the state objects of the currently running items.
/// The array represents a snap shot and impact performance.
/// </summary>
public override object[] GetStates()
{
object[] states = _workItemsQueue.GetStates();
return states;
}
/// <summary>
/// WorkItemsGroup start information (readonly)
/// </summary>
public override WIGStartInfo WIGStartInfo
{
get { return _stpStartInfo.AsReadOnly(); }
}
/// <summary>
/// Start the thread pool if it was started suspended.
/// If it is already running, this method is ignored.
/// </summary>
public override void Start()
{
if (!_isSuspended)
{
return;
}
_isSuspended = false;
ICollection workItemsGroups = _workItemsGroups.Values;
foreach (WorkItemsGroup workItemsGroup in workItemsGroups)
{
workItemsGroup.OnSTPIsStarting();
}
StartOptimalNumberOfThreads();
}
/// <summary>
/// Cancel all work items using thread abortion
/// </summary>
/// <param name="abortExecution">True to stop work items by raising ThreadAbortException</param>
public override void Cancel(bool abortExecution)
{
_canceledSmartThreadPool.IsCanceled = true;
_canceledSmartThreadPool = new CanceledWorkItemsGroup();
ICollection workItemsGroups = _workItemsGroups.Values;
foreach (WorkItemsGroup workItemsGroup in workItemsGroups)
{
workItemsGroup.Cancel(abortExecution);
}
if (abortExecution)
{
foreach (ThreadEntry threadEntry in _workerThreads.Values)
{
WorkItem workItem = threadEntry.CurrentWorkItem;
if (null != workItem &&
threadEntry.AssociatedSmartThreadPool == this &&
!workItem.IsCanceled)
{
threadEntry.CurrentWorkItem.GetWorkItemResult().Cancel(true);
}
}
}
}
/// <summary>
/// Wait for the thread pool to be idle
/// </summary>
public override bool WaitForIdle(int millisecondsTimeout)
{
ValidateWaitForIdle();
return STPEventWaitHandle.WaitOne(_isIdleWaitHandle, millisecondsTimeout, false);
}
/// <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>
public override event WorkItemsGroupIdleHandler OnIdle
{
add
{
throw new NotImplementedException("This event is not implemented in the SmartThreadPool class. Please create a WorkItemsGroup in order to use this feature.");
//_onIdle += value;
}
remove
{
throw new NotImplementedException("This event is not implemented in the SmartThreadPool class. Please create a WorkItemsGroup in order to use this feature.");
//_onIdle -= value;
}
}
internal override void PreQueueWorkItem()
{
ValidateNotDisposed();
}
#endregion
#region Join, Choice, Pipe, etc.
/// <summary>
/// Executes all actions in parallel.
/// Returns when they all finish.
/// </summary>
/// <param name="actions">Actions to execute</param>
public void Join(IEnumerable<Action> actions)
{
WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true };
IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(int.MaxValue, wigStartInfo);
foreach (Action action in actions)
{
workItemsGroup.QueueWorkItem(action);
}
workItemsGroup.Start();
workItemsGroup.WaitForIdle();
}
/// <summary>
/// Executes all actions in parallel.
/// Returns when they all finish.
/// </summary>
/// <param name="actions">Actions to execute</param>
public void Join(params Action[] actions)
{
Join((IEnumerable<Action>)actions);
}
private class ChoiceIndex
{
public int _index = -1;
}
/// <summary>
/// Executes all actions in parallel
/// Returns when the first one completes
/// </summary>
/// <param name="actions">Actions to execute</param>
public int Choice(IEnumerable<Action> actions)
{
WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true };
IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(int.MaxValue, wigStartInfo);
ManualResetEvent anActionCompleted = new ManualResetEvent(false);
ChoiceIndex choiceIndex = new ChoiceIndex();
int i = 0;
foreach (Action action in actions)
{
Action act = action;
int value = i;
workItemsGroup.QueueWorkItem(() => { act(); Interlocked.CompareExchange(ref choiceIndex._index, value, -1); anActionCompleted.Set(); });
++i;
}
workItemsGroup.Start();
anActionCompleted.WaitOne();
return choiceIndex._index;
}
/// <summary>
/// Executes all actions in parallel
/// Returns when the first one completes
/// </summary>
/// <param name="actions">Actions to execute</param>
public int Choice(params Action[] actions)
{
return Choice((IEnumerable<Action>)actions);
}
/// <summary>
/// Executes actions in sequence asynchronously.
/// Returns immediately.
/// </summary>
/// <param name="pipeState">A state context that passes </param>
/// <param name="actions">Actions to execute in the order they should run</param>
public void Pipe<T>(T pipeState, IEnumerable<Action<T>> actions)
{
WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true };
IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(1, wigStartInfo);
foreach (Action<T> action in actions)
{
Action<T> act = action;
workItemsGroup.QueueWorkItem(() => act(pipeState));
}
workItemsGroup.Start();
workItemsGroup.WaitForIdle();
}
/// <summary>
/// Executes actions in sequence asynchronously.
/// Returns immediately.
/// </summary>
/// <param name="pipeState"></param>
/// <param name="actions">Actions to execute in the order they should run</param>
public void Pipe<T>(T pipeState, params Action<T>[] actions)
{
Pipe(pipeState, (IEnumerable<Action<T>>)actions);
}
#endregion
}
#endregion
}