SetThreadSource() private method

private SetThreadSource ( ThreadKinds source ) : void
source ThreadKinds
return void
        private static void AbortWrapper(object context)
        {
#if DEBUG
            GlobalLog.SetThreadSource(ThreadKinds.Worker);
            using (GlobalLog.SetThreadKind(ThreadKinds.System)) {
#endif
            ((WebRequest)context).Abort();
#if DEBUG
        }
#endif
        }
Example #2
0
        /// <summary>
        /// <para>Thread for the timer.  Swallows all exceptions except ThreadAbort.  If no activity occurs for a while,
        /// the thread will shut down.</para>
        /// </summary>
        private static void ThreadProc()
        {
#if DEBUG
            GlobalLog.SetThreadSource(ThreadKinds.Timer);
            using (GlobalLog.SetThreadKind(ThreadKinds.System | ThreadKinds.Async)) {
#endif
            GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() Start");

            // t_IsTimerThread = true; -- Not used anywhere.

            // Set this thread as a background thread.  On AppDomain/Process shutdown, the thread will just be killed.
            Thread.CurrentThread.IsBackground = true;

            // Keep a permanent lock on s_Queues.  This lets for example Shutdown() know when this thread isn't running.
            lock (s_Queues) {
                // If shutdown was recently called, abort here.
                if (Interlocked.CompareExchange(ref s_ThreadState, (int)TimerThreadState.Running, (int)TimerThreadState.Running) !=
                    (int)TimerThreadState.Running)
                {
                    return;
                }

                bool running = true;
                while (running)
                {
                    try {
                        s_ThreadReadyEvent.Reset();

                        while (true)
                        {
                            // Copy all the new queues to the real queues.  Since only this thread modifies the real queues, it doesn't have to lock it.
                            if (s_NewQueues.Count > 0)
                            {
                                lock (s_NewQueues) {
                                    for (LinkedListNode <WeakReference> node = s_NewQueues.First; node != null; node = s_NewQueues.First)
                                    {
                                        s_NewQueues.Remove(node);
                                        s_Queues.AddLast(node);
                                    }
                                }
                            }

                            int  now          = Environment.TickCount;
                            int  nextTick     = 0;
                            bool haveNextTick = false;
                            for (LinkedListNode <WeakReference> node = s_Queues.First; node != null; /* node = node.Next must be done in the body */)
                            {
                                TimerQueue queue = (TimerQueue)node.Value.Target;
                                if (queue == null)
                                {
                                    LinkedListNode <WeakReference> next = node.Next;
                                    s_Queues.Remove(node);
                                    node = next;
                                    continue;
                                }

                                // Fire() will always return values that should be interpreted as later than 'now' (that is, even if 'now' is
                                // returned, it is 0x100000000 milliseconds in the future).  There's also a chance that Fire() will return a value
                                // intended as > 0x100000000 milliseconds from 'now'.  Either case will just cause an extra scan through the timers.
                                int nextTickInstance;
                                if (queue.Fire(out nextTickInstance) && (!haveNextTick || IsTickBetween(now, nextTick, nextTickInstance)))
                                {
                                    nextTick     = nextTickInstance;
                                    haveNextTick = true;
                                }

                                node = node.Next;
                            }

                            // Figure out how long to wait, taking into account how long the loop took.
                            // Add 15 ms to compensate for poor TickCount resolution (want to guarantee a firing).
                            int newNow       = Environment.TickCount;
                            int waitDuration = haveNextTick ?
                                               (int)(IsTickBetween(now, nextTick, newNow) ?
                                                     Math.Min(unchecked ((uint)(nextTick - newNow)), (uint)(Int32.MaxValue - c_TickCountResolution)) + c_TickCountResolution :
                                                     0) :
                                               c_ThreadIdleTimeoutMilliseconds;

                            GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() Waiting for " + waitDuration + "ms");
                            int waitResult = WaitHandle.WaitAny(s_ThreadEvents, waitDuration, false);

                            // 0 is s_ThreadShutdownEvent - die.
                            if (waitResult == 0)
                            {
                                GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() Awoke, cause: Shutdown");
                                running = false;
                                break;
                            }

                            GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() Awoke, cause: " + (waitResult == WaitHandle.WaitTimeout ? "Timeout" : "Prod"));

                            // If we timed out with nothing to do, shut down.
                            if (waitResult == WaitHandle.WaitTimeout && !haveNextTick)
                            {
                                Interlocked.CompareExchange(ref s_ThreadState, (int)TimerThreadState.Idle, (int)TimerThreadState.Running);
                                // There could have been one more prod between the wait and the exchange.  Check, and abort if necessary.
                                if (s_ThreadReadyEvent.WaitOne(0, false))
                                {
                                    if (Interlocked.CompareExchange(ref s_ThreadState, (int)TimerThreadState.Running, (int)TimerThreadState.Idle) ==
                                        (int)TimerThreadState.Idle)
                                    {
                                        continue;
                                    }
                                }

                                running = false;
                                break;
                            }
                        }
                    }
                    catch (Exception exception) {
                        if (NclUtilities.IsFatal(exception))
                        {
                            throw;
                        }

                        if (Logging.On)
                        {
                            Logging.PrintError(Logging.Web, "TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString(NumberFormatInfo.InvariantInfo) + "::ThreadProc() - Exception:" + exception.ToString());
                        }
                        GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() exception: " + exception);

                        // The only options are to continue processing and likely enter an error-loop,
                        // shut down timers for this AppDomain, or shut down the AppDomain.  Go with shutting
                        // down the AppDomain in debug, and going into a loop in retail, but try to make the
                        // loop somewhat slow.  Note that in retail, this can only be triggered by OutOfMemory or StackOverflow,
                        // or an thrown within TimerThread - the rest are caught in Fire().
#if !DEBUG
                        Thread.Sleep(1000);
#else
                        throw;
#endif
                    }
                }
            }

            GlobalLog.Print("TimerThread#" + Thread.CurrentThread.ManagedThreadId.ToString() + "::ThreadProc() Stop");
#if DEBUG
        }
#endif
        }