aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/ThirdParty/SmartThreadPool/WorkItemsQueue.cs
blob: e0bc9168ecdf60e43a3df67a20004efdf1664e52 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
using System;
using System.Collections.Generic;
using System.Threading;

namespace Amib.Threading.Internal
{
	#region WorkItemsQueue class

	/// <summary>
	/// WorkItemsQueue class.
	/// </summary>
	public class WorkItemsQueue : IDisposable
	{
		#region Member variables

		/// <summary>
		/// Waiters queue (implemented as stack).
		/// </summary>
		private readonly WaiterEntry _headWaiterEntry = new WaiterEntry();

		/// <summary>
		/// Waiters count
		/// </summary>
		private int _waitersCount = 0;

		/// <summary>
		/// Work items queue
		/// </summary>
		private readonly PriorityQueue _workItems = new PriorityQueue();

        /// <summary>
        /// Indicate that work items are allowed to be queued
        /// </summary>
        private bool _isWorkItemsQueueActive = true;


#if (WINDOWS_PHONE) 
        private static readonly Dictionary<int, WaiterEntry> _waiterEntries = new Dictionary<int, WaiterEntry>();
#elif (_WINDOWS_CE)
        private static LocalDataStoreSlot _waiterEntrySlot = Thread.AllocateDataSlot();
#else

        [ThreadStatic]
        private static WaiterEntry _waiterEntry;
#endif


        /// <summary>
        /// Each thread in the thread pool keeps its own waiter entry.
        /// </summary>
        private static WaiterEntry CurrentWaiterEntry
        {
#if (WINDOWS_PHONE) 
            get
            {
                lock (_waiterEntries)
                {
                    WaiterEntry waiterEntry;
                    if (_waiterEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out waiterEntry))
                    {
                        return waiterEntry;
                    }
                }
                return null;
            }
            set
            {
                lock (_waiterEntries)
                {
                    _waiterEntries[Thread.CurrentThread.ManagedThreadId] = value;
                }
            }
#elif (_WINDOWS_CE)
            get
            {
                return Thread.GetData(_waiterEntrySlot) as WaiterEntry;
            }
            set
            {
                Thread.SetData(_waiterEntrySlot, value);
            }
#else
            get
            {
                return _waiterEntry;
            }
            set
            {
                _waiterEntry = value;
            }
#endif
        }

        /// <summary>
		/// A flag that indicates if the WorkItemsQueue has been disposed.
		/// </summary>
        private bool _isDisposed = false;

		#endregion

		#region Public properties

        /// <summary>
        /// Returns the current number of work items in the queue
        /// </summary>
		public int Count
		{
			get
			{
                return _workItems.Count;
			}
		}

		/// <summary>
		/// Returns the current number of waiters
		/// </summary>
		public int WaitersCount
		{
			get
			{
				return _waitersCount;
			}
		}


        #endregion

        #region Public methods

		/// <summary>
		/// Enqueue a work item to the queue.
		/// </summary>
		public bool EnqueueWorkItem(WorkItem workItem)
		{
			// A work item cannot be null, since null is used in the
			// WaitForWorkItem() method to indicate timeout or cancel
			if (null == workItem)
			{
				throw new ArgumentNullException("workItem" , "workItem cannot be null");
			}

			bool enqueue = true;

			// First check if there is a waiter waiting for work item. During 
			// the check, timed out waiters are ignored. If there is no 
			// waiter then the work item is queued.
			lock(this)
			{
                ValidateNotDisposed();

                if (!_isWorkItemsQueueActive)
                {
                    return false;
                }

				while(_waitersCount > 0)
				{
					// Dequeue a waiter.
					WaiterEntry waiterEntry = PopWaiter();

					// Signal the waiter. On success break the loop
					if (waiterEntry.Signal(workItem))
					{
						enqueue = false;
						break;
					}
				}

				if (enqueue)
				{
					// Enqueue the work item
					_workItems.Enqueue(workItem);
				}
			}
            return true;
		}


		/// <summary>
		/// Waits for a work item or exits on timeout or cancel
		/// </summary>
		/// <param name="millisecondsTimeout">Timeout in milliseconds</param>
		/// <param name="cancelEvent">Cancel wait handle</param>
		/// <returns>Returns true if the resource was granted</returns>
		public WorkItem DequeueWorkItem(
			int millisecondsTimeout, 
			WaitHandle cancelEvent)
		{
			// This method cause the caller to wait for a work item.
			// If there is at least one waiting work item then the 
			// method returns immidiately with it.
			// 
			// If there are no waiting work items then the caller 
			// is queued between other waiters for a work item to arrive.
			// 
			// If a work item didn't come within millisecondsTimeout or 
			// the user canceled the wait by signaling the cancelEvent 
			// then the method returns null to indicate that the caller 
			// didn't get a work item.

			WaiterEntry waiterEntry;
			WorkItem workItem = null;
		    lock (this)
		    {
                ValidateNotDisposed();

                // If there are waiting work items then take one and return.
                if (_workItems.Count > 0)
                {
                    workItem = _workItems.Dequeue() as WorkItem;
                    return workItem;
                }

                // No waiting work items ...

                // Get the waiter entry for the waiters queue
                waiterEntry = GetThreadWaiterEntry();

                // Put the waiter with the other waiters
                PushWaiter(waiterEntry);
		    }

		    // Prepare array of wait handle for the WaitHandle.WaitAny()
            WaitHandle [] waitHandles = new WaitHandle[] { 
																waiterEntry.WaitHandle, 
																cancelEvent };

			// Wait for an available resource, cancel event, or timeout.

			// During the wait we are supposes to exit the synchronization 
			// domain. (Placing true as the third argument of the WaitAny())
			// It just doesn't work, I don't know why, so I have two lock(this) 
			// statments instead of one.

            int index = STPEventWaitHandle.WaitAny(
				waitHandles,
				millisecondsTimeout, 
				true);

			lock(this)
			{
				// success is true if it got a work item.
				bool success = (0 == index);

				// The timeout variable is used only for readability.
				// (We treat cancel as timeout)
				bool timeout = !success;

				// On timeout update the waiterEntry that it is timed out
				if (timeout)
				{
					// The Timeout() fails if the waiter has already been signaled
					timeout = waiterEntry.Timeout();

					// On timeout remove the waiter from the queue.
					// Note that the complexity is O(1).
					if(timeout)
					{
						RemoveWaiter(waiterEntry, false);
					}

					// Again readability
					success = !timeout;
				}

				// On success return the work item
				if (success)
				{
					workItem = waiterEntry.WorkItem;

					if (null == workItem)
					{
						workItem = _workItems.Dequeue() as WorkItem;
					}
				}
			}
			// On failure return null.
			return workItem;
		}

        /// <summary>
        /// Cleanup the work items queue, hence no more work 
        /// items are allowed to be queue
        /// </summary>
        private void Cleanup()
        {
            lock(this)
            {
                // Deactivate only once
                if (!_isWorkItemsQueueActive)
                {
                    return;
                }

                // Don't queue more work items
                _isWorkItemsQueueActive = false;

                foreach(WorkItem workItem in _workItems)
                {
                    workItem.DisposeOfState();
                }

                // Clear the work items that are already queued
                _workItems.Clear();

                // Note: 
                // I don't iterate over the queue and dispose of work items's states, 
                // since if a work item has a state object that is still in use in the 
                // application then I must not dispose it.

                // Tell the waiters that they were timed out.
                // It won't signal them to exit, but to ignore their
                // next work item.
				while(_waitersCount > 0)
				{
					WaiterEntry waiterEntry = PopWaiter();
					waiterEntry.Timeout();
				}
            }
        }

        public object[] GetStates()
        {
            lock (this)
            {
                object[] states = new object[_workItems.Count];
                int i = 0;
                foreach (WorkItem workItem in _workItems)
                {
                    states[i] = workItem.GetWorkItemResult().State;
                    ++i;
                }
                return states;
            }
        }

		#endregion

		#region Private methods

		/// <summary>
		/// Returns the WaiterEntry of the current thread
		/// </summary>
		/// <returns></returns>
		/// In order to avoid creation and destuction of WaiterEntry
		/// objects each thread has its own WaiterEntry object.
		private static WaiterEntry GetThreadWaiterEntry()
		{
			if (null == CurrentWaiterEntry)
			{
				CurrentWaiterEntry = new WaiterEntry();
			}
			CurrentWaiterEntry.Reset();
			return CurrentWaiterEntry;
		}

		#region Waiters stack methods

		/// <summary>
		/// Push a new waiter into the waiter's stack
		/// </summary>
		/// <param name="newWaiterEntry">A waiter to put in the stack</param>
		public void PushWaiter(WaiterEntry newWaiterEntry)
		{
			// Remove the waiter if it is already in the stack and 
			// update waiter's count as needed
			RemoveWaiter(newWaiterEntry, false);

			// If the stack is empty then newWaiterEntry is the new head of the stack 
			if (null == _headWaiterEntry._nextWaiterEntry)
			{
				_headWaiterEntry._nextWaiterEntry = newWaiterEntry;
				newWaiterEntry._prevWaiterEntry = _headWaiterEntry;

			}
			// If the stack is not empty then put newWaiterEntry as the new head 
			// of the stack.
			else
			{
				// Save the old first waiter entry
				WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;

                // Update the links
				_headWaiterEntry._nextWaiterEntry = newWaiterEntry;
				newWaiterEntry._nextWaiterEntry = oldFirstWaiterEntry;
				newWaiterEntry._prevWaiterEntry = _headWaiterEntry;
				oldFirstWaiterEntry._prevWaiterEntry = newWaiterEntry;
			}

			// Increment the number of waiters
			++_waitersCount;
		}

		/// <summary>
		/// Pop a waiter from the waiter's stack
		/// </summary>
		/// <returns>Returns the first waiter in the stack</returns>
		private WaiterEntry PopWaiter()
		{
			// Store the current stack head
			WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;

			// Store the new stack head
			WaiterEntry newHeadWaiterEntry = oldFirstWaiterEntry._nextWaiterEntry;

			// Update the old stack head list links and decrement the number
			// waiters.
			RemoveWaiter(oldFirstWaiterEntry, true);

			// Update the new stack head
			_headWaiterEntry._nextWaiterEntry = newHeadWaiterEntry;
			if (null != newHeadWaiterEntry)
			{
				newHeadWaiterEntry._prevWaiterEntry = _headWaiterEntry;
			}

			// Return the old stack head
			return oldFirstWaiterEntry;
		}

		/// <summary>
		/// Remove a waiter from the stack
		/// </summary>
		/// <param name="waiterEntry">A waiter entry to remove</param>
		/// <param name="popDecrement">If true the waiter count is always decremented</param>
		private void RemoveWaiter(WaiterEntry waiterEntry, bool popDecrement)
		{
			// Store the prev entry in the list
			WaiterEntry prevWaiterEntry = waiterEntry._prevWaiterEntry;

			// Store the next entry in the list
			WaiterEntry nextWaiterEntry = waiterEntry._nextWaiterEntry;

			// A flag to indicate if we need to decrement the waiters count.
			// If we got here from PopWaiter then we must decrement.
			// If we got here from PushWaiter then we decrement only if
			// the waiter was already in the stack.
			bool decrementCounter = popDecrement;

			// Null the waiter's entry links
			waiterEntry._prevWaiterEntry = null;
			waiterEntry._nextWaiterEntry = null;

			// If the waiter entry had a prev link then update it.
			// It also means that the waiter is already in the list and we
			// need to decrement the waiters count.
			if (null != prevWaiterEntry)
			{
				prevWaiterEntry._nextWaiterEntry = nextWaiterEntry;
				decrementCounter = true;
			}

			// If the waiter entry had a next link then update it.
			// It also means that the waiter is already in the list and we
			// need to decrement the waiters count.
			if (null != nextWaiterEntry)
			{
				nextWaiterEntry._prevWaiterEntry = prevWaiterEntry;
				decrementCounter = true;
			}

			// Decrement the waiters count if needed
			if (decrementCounter)
			{
				--_waitersCount;
			}
		}

		#endregion

		#endregion

		#region WaiterEntry class 

		// A waiter entry in the _waiters queue.
		public sealed class WaiterEntry : IDisposable
		{
			#region Member variables

			/// <summary>
			/// Event to signal the waiter that it got the work item.
			/// </summary>
			//private AutoResetEvent _waitHandle = new AutoResetEvent(false);
            private AutoResetEvent _waitHandle = EventWaitHandleFactory.CreateAutoResetEvent();

			/// <summary>
			/// Flag to know if this waiter already quited from the queue 
			/// because of a timeout.
			/// </summary>
			private bool _isTimedout = false;

			/// <summary>
			/// Flag to know if the waiter was signaled and got a work item. 
			/// </summary>
			private bool _isSignaled = false;

            /// <summary>
            /// A work item that passed directly to the waiter withou going 
            /// through the queue
            /// </summary>
			private WorkItem _workItem = null;

            private bool _isDisposed = false;

			// Linked list members
			internal WaiterEntry _nextWaiterEntry = null;
			internal WaiterEntry _prevWaiterEntry = null;

			#endregion

			#region Construction

			public WaiterEntry()
			{
				Reset();
			}
						
			#endregion

			#region Public methods

			public WaitHandle WaitHandle
			{
				get { return _waitHandle; }
			}

			public WorkItem WorkItem
			{
				get
				{
					return _workItem;
				}
			}

			/// <summary>
			/// Signal the waiter that it got a work item.
			/// </summary>
			/// <returns>Return true on success</returns>
			/// The method fails if Timeout() preceded its call
			public bool Signal(WorkItem workItem)
			{
				lock(this)
				{
					if (!_isTimedout)
					{
						_workItem = workItem;
						_isSignaled = true;
						_waitHandle.Set();
						return true;
					}
				}
				return false;
			}

			/// <summary>
			/// Mark the wait entry that it has been timed out
			/// </summary>
			/// <returns>Return true on success</returns>
			/// The method fails if Signal() preceded its call
			public bool Timeout()
			{
				lock(this)
				{
					// Time out can happen only if the waiter wasn't marked as
					// signaled
					if (!_isSignaled)
					{
						// We don't remove the waiter from the queue, the DequeueWorkItem 
                        // method skips _waiters that were timed out.
						_isTimedout = true;
						return true;
					}
				}
				return false;
			}

			/// <summary>
			/// Reset the wait entry so it can be used again
			/// </summary>
			public void Reset()
			{
				_workItem = null;
				_isTimedout = false;
				_isSignaled = false;
				_waitHandle.Reset();
			}

			/// <summary>
			/// Free resources
			/// </summary>
			public void Close()
			{
				if (null != _waitHandle)
				{
					_waitHandle.Close();
					_waitHandle = null;
				}
			}

			#endregion

			#region IDisposable Members

			public void Dispose()
			{
                lock (this)
                {
                    if (!_isDisposed)
                    {
                        Close();
                    }
                    _isDisposed = true;
                }
            }

			#endregion
		}

		#endregion

        #region IDisposable Members

        public void Dispose()
        {
            if (!_isDisposed)
            {
                Cleanup();
            }
            _isDisposed = true;
        }

        private void ValidateNotDisposed()
        {
            if(_isDisposed)
            {
                throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown");
            }
        }

        #endregion
    }

	#endregion
}