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Threading
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WaitAndContinueList.cs
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v1.10.1024.336
v1.10.1124.358
v1.10.420.164
v1.10.607.213
v1.10.913.269
v1.11.426.305
v1.11.924.348
v1.9.1004.144
4e0bd400d42a
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#region Copyright 2010-2011 by Roger Knapp, Licensed under the Apache License, Version 2.0
/* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#endregion
using System;
using System.Threading;
using CSharpTest.Net.Collections;
namespace CSharpTest.Net.Threading
{
using Node = LListNode<IWaitAndContinue>;
/// <summary>
/// Represents a set of queued IWorkAndContinue items that can be processed
/// </summary>
public class WaitAndContinueList : IDisposable
{
private readonly Node.LList _list;
private WaitHandle[] _handles;
private Node[] _workers;
private bool _disposed;
/// <summary> Constructs an empty WaitAndContinueList </summary>
public WaitAndContinueList()
{
_list = new Node.LList();
}
/// <summary> Disposes of the list and all it's contents </summary>
public void Dispose()
{
_disposed = true;
_handles = null;
_workers = null;
lock (_list)
{
foreach (Node n in _list)
n.Value.Dispose();
_list.Clear();
}
}
/// <summary> Returns the number of work queue items </summary>
public int Count { get { return _list.Count; } }
/// <summary> Returns true if the work queue is empty </summary>
public bool IsEmpty { get { return _list.First == null; } }
/// <summary> Adds a unit of work to the list </summary>
public void AddWork(IWaitAndContinue item)
{
if (_disposed) throw new ObjectDisposedException(GetType().FullName);
Check.NotNull(item);
if (item.Completed)
{
item.Dispose();
return;
}
lock (_list)
_list.AddLast(item);
}
/// <summary> Moves the work in the other list into this list </summary>
public void AddWork(WaitAndContinueList other)
{
if (_disposed) throw new ObjectDisposedException(GetType().FullName);
lock (_list)
lock (other._list)
{
Node next = other._list.First;
while (next != null)
{
Node node = next;
next = next.Next;
other._list.Remove(node);
_list.AddLast(node);
}
}
}
private void Remove(ref Node node)
{
IWaitAndContinue item = node.Value;
lock (_list)
_list.Remove(node);
node.Value = null;
node = null;
item.Dispose();
}
/// <summary>
/// Returns true if a unit of work was processed within the timeout, or false if
/// the timeout expired prior to a unit of work completion.
/// </summary>
public bool PerformWork(int timeout)
{
IWaitAndContinue item;
return PerformWork(timeout, out item);
}
/// <summary>
/// Returns true if a unit of work was processed within the timeout, or false if
/// the timeout expired prior to a unit of work completion. itemProcessed will
/// be set to the instance of the item process when the result is true.
/// </summary>
public bool PerformWork(int timeout, out IWaitAndContinue itemProcessed)
{
itemProcessed = null;
Node next;
if (_handles == null)
{
int count = 0;
next = _list.First;
while (next != null)
{
Node node = next;
IWaitAndContinue item = next.Value;
next = next.Next;
try { count += item.HandleCount; }
catch
{
Remove(ref node);
throw;
}
}
if (count == 0)
return false;
_handles = _handles ?? new WaitHandle[count];
_workers = _workers ?? new Node[count];
}
int offset = 0;
next = _list.First;
while (next != null)
{
Node node = next;
IWaitAndContinue item = next.Value;
next = next.Next;
try
{
if (item.Completed)
{
Remove(ref node);
continue;
}
int handleCount = item.HandleCount;
if (handleCount == 0)
continue; //not yet available
if ((offset + handleCount) > 64)
break; //not enough room, WaitHandle.WaitAny requires no more than 64 handles
if (_handles.Length < (offset + handleCount))
{
Array.Resize(ref _handles, offset + handleCount);
Array.Resize(ref _workers, offset + handleCount);
}
item.CopyHandles(_handles, offset);
for (int ix = 0; ix < handleCount; ix++)
_workers[offset++] = node;
}
catch
{
Remove(ref node);
throw;
}
}
if (offset == 0)
return false;
if (_handles.Length != offset)
{
Array.Resize(ref _handles, offset);
Array.Resize(ref _workers, offset);
}
Node itemSignaled;
WaitHandle handleSignaled;
try
{
int response = WaitHandle.WaitAny(_handles, timeout, true);
if (response == WaitHandle.WaitTimeout)
return false;
handleSignaled = _handles[response];
itemSignaled = _workers[response];
}
catch (ObjectDisposedException)
{ return false; }
catch (AbandonedMutexException ae)
{
if (ae.Mutex == null || ae.MutexIndex < 0 || ae.MutexIndex >= _workers.Length)
throw;
handleSignaled = ae.Mutex;
itemSignaled = _workers[ae.MutexIndex];
}
itemProcessed = itemSignaled.Value;
try { itemProcessed.ContinueProcessing(handleSignaled); }
catch
{
Remove(ref itemSignaled);
throw;
}
if (itemProcessed.Completed)
Remove(ref itemSignaled);
return true;
}
}
}
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Change log
59104bd26e63
by rogerk on Apr 26, 2011
Diff
Release version 1.11.426.305
Go to:
/.hgignore
...sTree.Test/BPlusTree.Test.csproj
...ree/BPlusTree.Test/BasicTests.cs
...ree.Test/SampleCustomTypeTest.cs
...ee.Test/SampleTypes/DataValue.cs
...mpleTypes/DataValueSerializer.cs
...Tree.Test/SampleTypes/KeyInfo.cs
...t/SampleTypes/KeyInfoComparer.cs
...SampleTypes/KeyInfoSerializer.cs
.../BPlusTree.Test/SequenceTests.cs
...ree.Test/TestBPlusTreeOptions.cs
...BPlusTree.Test/TestCollection.cs
...usTree.Test/TestCustomStorage.cs
...BPlusTree.Test/TestDictionary.cs
...sTree.Test/TestFileSerialized.cs
...ree.Test/TestMemorySerialized.cs
...ree.Test/TestSimpleDictionary.cs
...usTree.Test/ThreadedBTreeTest.cs
/src/BPlusTree/BPlusTree.csproj
.../Collections/BPlusTransaction.cs
...tions/BPlusTransactionFactory.cs
...e/Collections/BPlusTree.Debug.cs
...Collections/BPlusTree.Options.cs
...ollections/BPlusTree.Recovery.cs
...lusTree/Collections/BPlusTree.cs
...BPlusTree/Collections/Element.cs
...usTree/Collections/Enumerator.cs
...usTree/Collections/Interfaces.cs
...sTree/Collections/Node.Delete.cs
...sTree/Collections/Node.Insert.cs
...sTree/Collections/Node.Search.cs
...ee/Collections/Node.Serialize.cs
/src/BPlusTree/Collections/Node.cs
...ee/Collections/NodeCache.Base.cs
...ee/Collections/NodeCache.Full.cs
...ee/Collections/NodeCache.None.cs
.../Collections/NodeCache.Normal.cs
...usTree/Collections/NodeHandle.cs
...BPlusTree/Collections/NodePin.cs
...e/Collections/NodeTransaction.cs
/src/BPlusTree/Exceptions.cs
...sTree/Properties/AssemblyInfo.cs
.../BPlusTree/Resources.Designer.cs
/src/BPlusTree/Resources.resx
...PlusTree/Storage/Storage.Disk.cs
...usTree/Storage/Storage.Memory.cs
/src/CSBuild.exe
/src/CSBuild.xsd
/src/CmdTool.config
...g/UserSettingsSection.Upgrade.cs
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