| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404 | // Licensed to the .NET Foundation under one or more agreements.// The .NET Foundation licenses this file to you under the Apache 2.0 License.// See the LICENSE file in the project root for more information. using System.Collections.Generic;using System.Reactive.Disposables;using System.Threading;namespace System.Reactive.Concurrency{    /// <summary>    /// Represents an object that schedules units of work on a designated thread.    /// </summary>    public sealed class EventLoopScheduler : LocalScheduler, ISchedulerPeriodic, IDisposable    {        #region Fields        /// <summary>        /// Counter for diagnostic purposes, to name the threads.        /// </summary>        private static int _counter;        /// <summary>        /// Thread factory function.        /// </summary>        private readonly Func<ThreadStart, Thread> _threadFactory;        /// <summary>        /// Stopwatch for timing free of absolute time dependencies.        /// </summary>        private readonly IStopwatch _stopwatch;        /// <summary>        /// Thread used by the event loop to run work items on. No work should be run on any other thread.        /// If ExitIfEmpty is set, the thread can quit and a new thread will be created when new work is scheduled.        /// </summary>        private Thread _thread;        /// <summary>        /// Gate to protect data structures, including the work queue and the ready list.        /// </summary>        private readonly object _gate;        /// <summary>        /// Semaphore to count requests to re-evaluate the queue, from either Schedule requests or when a timer        /// expires and moves on to the next item in the queue.        /// </summary>        private readonly SemaphoreSlim _evt;        /// <summary>        /// Queue holding work items. Protected by the gate.        /// </summary>        private readonly SchedulerQueue<TimeSpan> _queue;        /// <summary>        /// Queue holding items that are ready to be run as soon as possible. Protected by the gate.        /// </summary>        private readonly Queue<ScheduledItem<TimeSpan>> _readyList;        /// <summary>        /// Work item that will be scheduled next. Used upon reevaluation of the queue to check whether the next        /// item is still the same. If not, a new timer needs to be started (see below).        /// </summary>        private ScheduledItem<TimeSpan> _nextItem;        /// <summary>        /// Disposable that always holds the timer to dispatch the first element in the queue.        /// </summary>        private IDisposable _nextTimer;        /// <summary>        /// Flag indicating whether the event loop should quit. When set, the event should be signaled as well to        /// wake up the event loop thread, which will subsequently abandon all work.        /// </summary>        private bool _disposed;        #endregion        #region Constructors        /// <summary>        /// Creates an object that schedules units of work on a designated thread.        /// </summary>        public EventLoopScheduler()            : this(a => new Thread(a) { Name = "Event Loop " + Interlocked.Increment(ref _counter), IsBackground = true })        {        }#if !NO_THREAD        /// <summary>        /// Creates an object that schedules units of work on a designated thread, using the specified factory to control thread creation options.        /// </summary>        /// <param name="threadFactory">Factory function for thread creation.</param>        /// <exception cref="ArgumentNullException"><paramref name="threadFactory"/> is <c>null</c>.</exception>        public EventLoopScheduler(Func<ThreadStart, Thread> threadFactory)        {#else        internal EventLoopScheduler(Func<ThreadStart, Thread> threadFactory)        {#endif            _threadFactory = threadFactory ?? throw new ArgumentNullException(nameof(threadFactory));            _stopwatch = ConcurrencyAbstractionLayer.Current.StartStopwatch();            _gate = new object();            _evt = new SemaphoreSlim(0);            _queue = new SchedulerQueue<TimeSpan>();            _readyList = new Queue<ScheduledItem<TimeSpan>>();            ExitIfEmpty = false;        }        #endregion        #region Properties        /// <summary>        /// Indicates whether the event loop thread is allowed to quit when no work is left. If new work        /// is scheduled afterwards, a new event loop thread is created. This property is used by the        /// NewThreadScheduler which uses an event loop for its recursive invocations.        /// </summary>        internal bool ExitIfEmpty        {            get;            set;        }        #endregion        #region Public methods        /// <summary>        /// Schedules an action to be executed after dueTime.        /// </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 <c>null</c>.</exception>        /// <exception cref="ObjectDisposedException">The scheduler has been disposed and doesn't accept new work.</exception>        public override IDisposable Schedule<TState>(TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)        {            if (action == null)            {                throw new ArgumentNullException(nameof(action));            }            var due = _stopwatch.Elapsed + dueTime;            var si = new ScheduledItem<TimeSpan, TState>(this, state, action, due);            lock (_gate)            {                if (_disposed)                {                    throw new ObjectDisposedException(nameof(EventLoopScheduler));                }                if (dueTime <= TimeSpan.Zero)                {                    _readyList.Enqueue(si);                    _evt.Release();                }                else                {                    _queue.Enqueue(si);                    _evt.Release();                }                EnsureThread();            }            return si;        }        /// <summary>        /// Schedules a periodic piece of work on the designated thread.        /// </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 <c>null</c>.</exception>        /// <exception cref="ArgumentOutOfRangeException"><paramref name="period"/> is less than <see cref="TimeSpan.Zero"/>.</exception>        /// <exception cref="ObjectDisposedException">The scheduler has been disposed and doesn't accept new work.</exception>        public IDisposable SchedulePeriodic<TState>(TState state, TimeSpan period, Func<TState, TState> action)        {            if (period < TimeSpan.Zero)            {                throw new ArgumentOutOfRangeException(nameof(period));            }            if (action == null)            {                throw new ArgumentNullException(nameof(action));            }            return new PeriodicallyScheduledWorkItem<TState>(this, state, period, action);        }        private sealed class PeriodicallyScheduledWorkItem<TState> : IDisposable        {            private readonly TimeSpan _period;            private readonly Func<TState, TState> _action;            private readonly EventLoopScheduler _scheduler;            private readonly AsyncLock _gate = new AsyncLock();            private TState _state;            private TimeSpan _next;            private IDisposable _task;            public PeriodicallyScheduledWorkItem(EventLoopScheduler scheduler, TState state, TimeSpan period, Func<TState, TState> action)            {                _state = state;                _period = period;                _action = action;                _scheduler = scheduler;                _next = scheduler._stopwatch.Elapsed + period;                Disposable.TrySetSingle(ref _task, scheduler.Schedule(this, _next - scheduler._stopwatch.Elapsed, (_, s) => s.Tick(_)));            }            private IDisposable Tick(IScheduler self)            {                _next += _period;                Disposable.TrySetMultiple(ref _task, self.Schedule(this, _next - _scheduler._stopwatch.Elapsed, (_, s) => s.Tick(_)));                _gate.Wait(                    this,                    closureWorkItem => closureWorkItem._state = closureWorkItem._action(closureWorkItem._state));                return Disposable.Empty;            }            public void Dispose()            {                Disposable.TryDispose(ref _task);                _gate.Dispose();            }        }        /// <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();        }        /// <summary>        /// Ends the thread associated with this scheduler. All remaining work in the scheduler queue is abandoned.        /// </summary>        public void Dispose()        {            lock (_gate)            {                if (!_disposed)                {                    _disposed = true;                    Disposable.TryDispose(ref _nextTimer);                    _evt.Release();                }            }        }        #endregion        #region Private implementation        /// <summary>        /// Ensures there is an event loop thread running. Should be called under the gate.        /// </summary>        private void EnsureThread()        {            if (_thread == null)            {                _thread = _threadFactory(Run);                _thread.Start();            }        }        /// <summary>        /// Event loop scheduled on the designated event loop thread. The loop is suspended/resumed using the event        /// which gets set by calls to Schedule, the next item timer, or calls to Dispose.        /// </summary>        private void Run()        {            while (true)            {                _evt.Wait();                var ready = default(ScheduledItem<TimeSpan>[]);                lock (_gate)                {                    //                    // Bug fix that ensures the number of calls to Release never greatly exceeds the number of calls to Wait.                    // See work item #37: https://rx.codeplex.com/workitem/37                    //                    while (_evt.CurrentCount > 0)                    {                        _evt.Wait();                    }                    //                    // The event could have been set by a call to Dispose. This takes priority over anything else. We quit the                    // loop immediately. Subsequent calls to Schedule won't ever create a new thread.                    //                    if (_disposed)                    {                        _evt.Dispose();                        return;                    }                    while (_queue.Count > 0 && _queue.Peek().DueTime <= _stopwatch.Elapsed)                    {                        var item = _queue.Dequeue();                        _readyList.Enqueue(item);                    }                    if (_queue.Count > 0)                    {                        var next = _queue.Peek();                        if (next != _nextItem)                        {                            _nextItem = next;                            var due = next.DueTime - _stopwatch.Elapsed;                            Disposable.TrySetSerial(ref _nextTimer, ConcurrencyAbstractionLayer.Current.StartTimer(Tick, next, due));                        }                    }                    if (_readyList.Count > 0)                    {                        ready = _readyList.ToArray();                        _readyList.Clear();                    }                }                if (ready != null)                {                    foreach (var item in ready)                    {                        if (!item.IsCanceled)                        {                            try                            {                                item.Invoke();                            }                            catch (ObjectDisposedException ex) when (nameof(EventLoopScheduler).Equals(ex.ObjectName))                            {                                // Since we are not inside the lock at this point                                // the scheduler can be disposed before the item had a chance to run                            }                        }                    }                }                if (ExitIfEmpty)                {                    lock (_gate)                    {                        if (_readyList.Count == 0 && _queue.Count == 0)                        {                            _thread = null;                            return;                        }                    }                }            }        }        private void Tick(object state)        {            lock (_gate)            {                if (!_disposed)                {                    var item = (ScheduledItem<TimeSpan>)state;                    if (item == _nextItem)                    {                        _nextItem = null;                    }                    if (_queue.Remove(item))                    {                        _readyList.Enqueue(item);                    }                    _evt.Release();                }            }        }        #endregion    }}
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