| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459 | // Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.#if !WINDOWS && !NO_THREADusing System.Collections.Generic;using System.Reactive.Disposables;using System.Threading;namespace System.Reactive.Concurrency{    /// <summary>    /// Represents an object that schedules units of work on the CLR thread pool.    /// </summary>    /// <seealso cref="ThreadPoolScheduler.Instance">Singleton instance of this type exposed through this static property.</seealso>    public sealed class ThreadPoolScheduler : LocalScheduler, ISchedulerLongRunning, ISchedulerPeriodic    {        private static readonly Lazy<ThreadPoolScheduler> s_instance = new Lazy<ThreadPoolScheduler>(() => new ThreadPoolScheduler());        private static readonly Lazy<NewThreadScheduler> s_newBackgroundThread = new Lazy<NewThreadScheduler>(() => new NewThreadScheduler(action => new Thread(action) { IsBackground = true }));        /// <summary>        /// Gets the singleton instance of the CLR thread pool scheduler.        /// </summary>        public static ThreadPoolScheduler Instance        {            get            {                return s_instance.Value;            }        }        ThreadPoolScheduler()        {        }        /// <summary>        /// Schedules an action to be executed.        /// </summary>        /// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>        /// <param name="state">State passed to the action to be executed.</param>        /// <param name="action">Action to be executed.</param>        /// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>        /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>        public override IDisposable Schedule<TState>(TState state, Func<IScheduler, TState, IDisposable> action)        {            if (action == null)                throw new ArgumentNullException("action");            var d = new SingleAssignmentDisposable();            ThreadPool.QueueUserWorkItem(_ =>            {                if (!d.IsDisposed)                    d.Disposable = action(this, state);            }, null);            return d;        }        /// <summary>        /// Schedules an action to be executed after dueTime, using a System.Threading.Timer object.        /// </summary>        /// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>        /// <param name="state">State passed to the action to be executed.</param>        /// <param name="action">Action to be executed.</param>        /// <param name="dueTime">Relative time after which to execute the action.</param>        /// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>        /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>        public override IDisposable Schedule<TState>(TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)        {            if (action == null)                throw new ArgumentNullException("action");            var dt = Scheduler.Normalize(dueTime);            if (dt.Ticks == 0)                return Schedule(state, action);            return new Timer<TState>(this, state, dt, action);        }        /// <summary>        /// Schedules a long-running task by creating a new thread. Cancellation happens through polling.        /// </summary>        /// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>        /// <param name="state">State passed to the action to be executed.</param>        /// <param name="action">Action to be executed.</param>        /// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>        /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>        public IDisposable ScheduleLongRunning<TState>(TState state, Action<TState, ICancelable> action)        {            if (action == null)                throw new ArgumentNullException("action");            return s_newBackgroundThread.Value.ScheduleLongRunning(state, action);        }#if !NO_STOPWATCH        /// <summary>        /// Starts a new stopwatch object.        /// </summary>        /// <returns>New stopwatch object; started at the time of the request.</returns>        public override IStopwatch StartStopwatch()        {            //            // Strictly speaking, this explicit override is not necessary because the base implementation calls into            // the enlightenment module to obtain the CAL, which would circle back to System.Reactive.PlatformServices            // where we're currently running. This is merely a short-circuit to avoid the additional roundtrip.            //            return new StopwatchImpl();        }#endif        /// <summary>        /// Schedules a periodic piece of work, using a System.Threading.Timer object.        /// </summary>        /// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>        /// <param name="state">Initial state passed to the action upon the first iteration.</param>        /// <param name="period">Period for running the work periodically.</param>        /// <param name="action">Action to be executed, potentially updating the state.</param>        /// <returns>The disposable object used to cancel the scheduled recurring action (best effort).</returns>        /// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>        /// <exception cref="ArgumentOutOfRangeException"><paramref name="period"/> is less than zero.</exception>        public IDisposable SchedulePeriodic<TState>(TState state, TimeSpan period, Func<TState, TState> action)        {            if (period < TimeSpan.Zero)                throw new ArgumentOutOfRangeException("period");            if (action == null)                throw new ArgumentNullException("action");            if (period == TimeSpan.Zero)            {                return new FastPeriodicTimer<TState>(state, action);            }            else            {                return new PeriodicTimer<TState>(state, period, action);            }        }        sealed class FastPeriodicTimer<TState> : IDisposable        {            private TState _state;            private Func<TState, TState> _action;            private volatile bool _disposed;            public FastPeriodicTimer(TState state, Func<TState, TState> action)            {                _state = state;                _action = action;                ThreadPool.QueueUserWorkItem(Tick, null);            }            private void Tick(object state)            {                if (!_disposed)                {                    _state = _action(_state);                    ThreadPool.QueueUserWorkItem(Tick, null);                }            }            public void Dispose()            {                _disposed = true;                _action = Stubs<TState>.I;            }        }#if USE_TIMER_SELF_ROOT        //        // See ConcurrencyAbstractionLayerImpl.cs for more information about the code        // below and its timer rooting behavior.        //        sealed class Timer<TState> : IDisposable        {            private readonly MultipleAssignmentDisposable _disposable;            private readonly IScheduler _parent;            private readonly TState _state;            private Func<IScheduler, TState, IDisposable> _action;            private volatile System.Threading.Timer _timer;            public Timer(IScheduler parent, TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)            {                _parent = parent;                _state = state;                _action = action;                _disposable = new MultipleAssignmentDisposable();                _disposable.Disposable = Disposable.Create(Stop);                // Don't want the spin wait in Tick to get stuck if this thread gets aborted.                try { }                finally                {                    //                    // Rooting of the timer happens through the this.Tick delegate's target object,                    // which is the current instance and has a field to store the Timer instance.                    //                    _timer = new System.Threading.Timer(this.Tick, null, dueTime, TimeSpan.FromMilliseconds(System.Threading.Timeout.Infinite));                }            }            private void Tick(object state)            {                try                {                    _disposable.Disposable = _action(_parent, _state);                }                finally                {                    SpinWait.SpinUntil(IsTimerAssigned);                    Stop();                }            }            private bool IsTimerAssigned()            {                return _timer != null;            }            public void Dispose()            {                _disposable.Dispose();            }            private void Stop()            {                var timer = _timer;                if (timer != TimerStubs.Never)                {                    _action = Nop;                    _timer = TimerStubs.Never;                    timer.Dispose();                }            }            private IDisposable Nop(IScheduler scheduler, TState state)            {                return Disposable.Empty;            }        }        sealed class PeriodicTimer<TState> : IDisposable        {            private TState _state;            private Func<TState, TState> _action;            private readonly AsyncLock _gate;            private volatile System.Threading.Timer _timer;            public PeriodicTimer(TState state, TimeSpan period, Func<TState, TState> action)            {                _state = state;                _action = action;                _gate = new AsyncLock();                //                // Rooting of the timer happens through the this.Tick delegate's target object,                // which is the current instance and has a field to store the Timer instance.                //                _timer = new System.Threading.Timer(this.Tick, null, period, period);            }            private void Tick(object state)            {                _gate.Wait(() =>                {                    _state = _action(_state);                });            }            public void Dispose()            {                var timer = _timer;                if (timer != null)                {                    _action = Stubs<TState>.I;                    _timer = null;                    timer.Dispose();                    _gate.Dispose();                }            }        }#else        abstract class Timer        {            //            // Note: the dictionary exists to "root" the timers so that they are not garbage collected and finalized while they are running.            //#if !NO_HASHSET            protected static readonly HashSet<System.Threading.Timer> s_timers = new HashSet<System.Threading.Timer>();#else            protected static readonly Dictionary<System.Threading.Timer, object> s_timers = new Dictionary<System.Threading.Timer, object>();#endif        }        sealed class Timer<TState> : Timer, IDisposable        {            private readonly MultipleAssignmentDisposable _disposable;            private readonly IScheduler _parent;            private readonly TState _state;            private Func<IScheduler, TState, IDisposable> _action;            private System.Threading.Timer _timer;            private bool _hasAdded;            private bool _hasRemoved;            public Timer(IScheduler parent, TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)            {                _disposable = new MultipleAssignmentDisposable();                _disposable.Disposable = Disposable.Create(Unroot);                _parent = parent;                _state = state;                _action = action;                _timer = new System.Threading.Timer(Tick, null, dueTime, TimeSpan.FromMilliseconds(System.Threading.Timeout.Infinite));                lock (s_timers)                {                    if (!_hasRemoved)                    {#if !NO_HASHSET                        s_timers.Add(_timer);#else                        s_timers.Add(_timer, null);#endif                        _hasAdded = true;                    }                }            }            private void Tick(object state)            {                try                {                    _disposable.Disposable = _action(_parent, _state);                }                finally                {                    Unroot();                }            }            private void Unroot()            {                _action = Nop;                var timer = default(System.Threading.Timer);                lock (s_timers)                {                    if (!_hasRemoved)                    {                        timer = _timer;                        _timer = null;                        if (_hasAdded && timer != null)                            s_timers.Remove(timer);                        _hasRemoved = true;                    }                }                if (timer != null)                    timer.Dispose();            }            private IDisposable Nop(IScheduler scheduler, TState state)            {                return Disposable.Empty;            }            public void Dispose()            {                _disposable.Dispose();            }        }        abstract class PeriodicTimer        {            //            // Note: the dictionary exists to "root" the timers so that they are not garbage collected and finalized while they are running.            //#if !NO_HASHSET            protected static readonly HashSet<System.Threading.Timer> s_timers = new HashSet<System.Threading.Timer>();#else            protected static readonly Dictionary<System.Threading.Timer, object> s_timers = new Dictionary<System.Threading.Timer, object>();#endif        }        sealed class PeriodicTimer<TState> : PeriodicTimer, IDisposable        {            private readonly AsyncLock _gate;            private TState _state;            private Func<TState, TState> _action;            private System.Threading.Timer _timer;            public PeriodicTimer(TState state, TimeSpan period, Func<TState, TState> action)            {                _gate = new AsyncLock();                _state = state;                _action = action;                _timer = new System.Threading.Timer(Tick, null, period, period);                lock (s_timers)                {#if !NO_HASHSET                    s_timers.Add(_timer);#else                    s_timers.Add(_timer, null);#endif                }            }            private void Tick(object state)            {                _gate.Wait(() =>                {                    _state = _action(_state);                });            }            public void Dispose()            {                var timer = default(System.Threading.Timer);                lock (s_timers)                {                    timer = _timer;                    _timer = null;                    if (timer != null)                        s_timers.Remove(timer);                }                if (timer != null)                {                    timer.Dispose();                    _gate.Dispose();                    _action = Stubs<TState>.I;                }            }        }#endif    }}#endif
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