| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116 | // Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.#if SILVERLIGHTusing System;namespace System.Threading{    //Monitor based implementation of Semaphore    //that mimicks the .NET Semaphore class (System.Threading.Semaphore)    internal sealed class Semaphore : IDisposable    {        private int m_currentCount;        private int m_maximumCount;        private object m_lockObject;        private bool m_disposed;        public Semaphore(int initialCount, int maximumCount)        {            if (initialCount < 0)            {                throw new ArgumentOutOfRangeException("initialCount", "Non-negative number required.");            }            if (maximumCount < 1)            {                throw new ArgumentOutOfRangeException("maximumCount", "Positive number required.");            }            if (initialCount > maximumCount)            {                throw new ArgumentException("Initial count must be smaller than maximum");            }            m_currentCount = initialCount;            m_maximumCount = maximumCount;            m_lockObject = new object();                    }        public int Release()        {            return this.Release(1);        }        public int Release(int releaseCount)        {                        if (releaseCount < 1)            {                throw new ArgumentOutOfRangeException("releaseCount", "Positive number required.");            }            if (m_disposed)            {                throw new ObjectDisposedException("Semaphore");            }            var oldCount = default(int);            lock (m_lockObject)            {                oldCount = m_currentCount;                if (releaseCount + m_currentCount > m_maximumCount)                {                    throw new ArgumentOutOfRangeException("releaseCount", "Amount of releases would overflow maximum");                }                m_currentCount += releaseCount;                //PulseAll makes sure all waiting threads get queued for acquiring the lock                //Pulse would only queue one thread.                Monitor.PulseAll(m_lockObject);            }            return oldCount;        }        public bool WaitOne()        {            return WaitOne(Timeout.Infinite);        }        public bool WaitOne(int millisecondsTimeout)        {            if (m_disposed)            {                throw new ObjectDisposedException("Semaphore");            }            lock (m_lockObject)            {                while (m_currentCount == 0)                {                    if (!Monitor.Wait(m_lockObject, millisecondsTimeout))                    {                        return false;                    }                }                m_currentCount--;                return true;            }        }        public bool WaitOne(TimeSpan timeout)        {            return WaitOne((int)timeout.TotalMilliseconds);        }        public void Close()        {            Dispose();        }        public void Dispose()        {            //the .NET CLR semaphore does not release waits upon dispose            //so we don't do that either.            m_disposed = true;            m_lockObject = null;        }    }}#endif
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