PostPop() private method

private PostPop ( object newOwner ) : void
newOwner object
return void
Ejemplo n.º 1
0
        private PooledStream Get(object owningObject, int result, ref bool continueLoop, ref WaitHandle[] waitHandles)
        {
            PooledStream fromPool = null;
            int          num2     = result;

            switch (num2)
            {
            case 1:
            {
                int num = Interlocked.Decrement(ref this.m_WaitCount);
                continueLoop = false;
                Exception resError = this.m_ResError;
                if (num == 0)
                {
                    this.CancelErrorCallback();
                }
                throw resError;
            }

            case 2:
                try
                {
                    continueLoop = true;
                    fromPool     = this.UserCreateRequest();
                    if (fromPool != null)
                    {
                        fromPool.PostPop(owningObject);
                        Interlocked.Decrement(ref this.m_WaitCount);
                        continueLoop = false;
                        return(fromPool);
                    }
                    if (((this.Count >= this.MaxPoolSize) && (this.MaxPoolSize != 0)) && !this.ReclaimEmancipatedObjects())
                    {
                        waitHandles = new WaitHandle[] { this.m_WaitHandles[0], this.m_WaitHandles[1] };
                    }
                    return(fromPool);
                }
                finally
                {
                    this.CreationMutex.ReleaseMutex();
                }
                break;

            default:
                if (num2 == 0x102)
                {
                    Interlocked.Decrement(ref this.m_WaitCount);
                    continueLoop = false;
                    throw new WebException(NetRes.GetWebStatusString("net_timeout", WebExceptionStatus.ConnectFailure), WebExceptionStatus.Timeout);
                }
                break;
            }
            Interlocked.Decrement(ref this.m_WaitCount);
            fromPool     = this.GetFromPool(owningObject);
            continueLoop = false;
            return(fromPool);
        }
Ejemplo n.º 2
0
        private PooledStream GetFromPool(object owningObject)
        {
            PooledStream stream = null;

            stream = (PooledStream)this.m_StackNew.Pop();
            if (stream == null)
            {
                stream = (PooledStream)this.m_StackOld.Pop();
            }
            if (stream != null)
            {
                stream.PostPop(owningObject);
            }
            return(stream);
        }
        /// <summary>
        ///    <para>Retrieves a pooled stream from the pool proper
        ///     this work by first attemting to find something in the pool on the New stack
        ///     and then trying the Old stack if something is not there availble </para>
        /// </summary>
        private PooledStream GetFromPool(object owningObject)
        {
            PooledStream res = null;

            GlobalLog.Enter("ConnectionPool#" + ValidationHelper.HashString(this) + "::GetFromPool");
            res = (PooledStream)m_StackNew.Pop();
            if (null == res)
            {
                res = (PooledStream)m_StackOld.Pop();
            }

            // Shouldn't be null, we could assert here.
            GlobalLog.Assert(res != null, "GetFromPool called with nothing in the pool!");

            if (null != res)
            {
                res.PostPop(owningObject);
                GlobalLog.Print("GetFromGeneralPool pooledStream#" + ValidationHelper.HashString(res));
            }

            GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::GetFromPool", ValidationHelper.HashString(res));
            return(res);
        }
Ejemplo n.º 4
0
        /// <summary>
        ///    <para>Retrieves a pooled stream from the pool proper
        ///     this work by first attemting to find something in the pool on the New stack
        ///     and then trying the Old stack if something is not there availble </para>
        /// </summary>
        private PooledStream GetFromPool(object owningObject)
        {
            PooledStream res = null;

            GlobalLog.Enter("ConnectionPool#" + ValidationHelper.HashString(this) + "::GetFromPool");
            res = (PooledStream)m_StackNew.Pop();
            if (null == res)
            {
                res = (PooledStream)m_StackOld.Pop();
            }

            // The semaphore guaranteed that a connection was available so if res is
            // null it means that this contract has been violated somewhere
            GlobalLog.Assert(res != null, "GetFromPool called with nothing in the pool!");

            if (null != res)
            {
                res.PostPop(owningObject);
                GlobalLog.Print("GetFromGeneralPool pooledStream#" + ValidationHelper.HashString(res));
            }

            GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::GetFromPool", ValidationHelper.HashString(res));
            return(res);
        }
        /// <summary>
        ///    <para>Retrieves the pooled stream out of the pool, does this by using the result
        ///    of a WaitAny as input, and then based on whether it has a mutex, event, semaphore,
        ///     or timeout decides what action to take</para>
        /// </summary>
        private PooledStream Get(object owningObject, int result, ref bool continueLoop, ref WaitHandle [] waitHandles)
        {
            PooledStream pooledStream = null;

            GlobalLog.Enter("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", result.ToString());


            // From the WaitAny docs: "If more than one object became signaled during
            // the call, this is the array index of the signaled object with the
            // smallest index value of all the signaled objects."  This is important
            // so that the free object signal will be returned before a creation
            // signal.

            switch (result)
            {
            case WaitTimeout:
                Interlocked.Decrement(ref m_WaitCount);
                continueLoop = false;
                GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", "throw Timeout WebException");
                throw new WebException(NetRes.GetWebStatusString("net_timeout", WebExceptionStatus.ConnectFailure), WebExceptionStatus.Timeout);


            case ErrorHandleIndex:
                // Throw the error that PoolCreateRequest stashed.
                int newWaitCount = Interlocked.Decrement(ref m_WaitCount);
                continueLoop = false;
                Exception exceptionToThrow = m_ResError;
                if (newWaitCount == 0)
                {
                    CancelErrorCallback();
                }
                throw exceptionToThrow;

            case CreationHandleIndex:
                try {
                    continueLoop = true;
                    pooledStream = UserCreateRequest();

                    if (null != pooledStream)
                    {
                        pooledStream.PostPop(owningObject);
                        Interlocked.Decrement(ref m_WaitCount);
                        continueLoop = false;
                    }
                    else
                    {
                        // If we were not able to create an object, check to see if
                        // we reached MaxPoolSize.  If so, we will no longer wait on
                        // the CreationHandle, but instead wait for a free object or
                        // the timeout.

                        // BUG - if we receive the CreationHandle midway into the wait
                        // period and re-wait, we will be waiting on the full period
                        if (Count >= MaxPoolSize && 0 != MaxPoolSize)
                        {
                            if (!ReclaimEmancipatedObjects())
                            {
                                // modify handle array not to wait on creation mutex anymore
                                waitHandles    = new WaitHandle[2];
                                waitHandles[0] = m_WaitHandles[0];
                                waitHandles[1] = m_WaitHandles[1];
                            }
                        }
                    }
                }
                finally {
                    CreationMutex.ReleaseMutex();
                }
                break;

            default:
                //
                //    guaranteed available inventory
                //
                Interlocked.Decrement(ref m_WaitCount);
                pooledStream = GetFromPool(owningObject);
                continueLoop = false;
                break;
            }
            GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", ValidationHelper.HashString(pooledStream));
            return(pooledStream);
        }