Example #1
0
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            CheckDispose();

            // Validate input
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(
                          nameof(millisecondsTimeout), millisecondsTimeout, SR.SemaphoreSlim_Wait_TimeoutWrong);
            }

            cancellationToken.ThrowIfCancellationRequested();

            // Perf: Check the stack timeout parameter before checking the volatile count
            if (millisecondsTimeout == 0 && m_currentCount == 0)
            {
                // Pessimistic fail fast, check volatile count outside lock (only when timeout is zero!)
                return(false);
            }

            uint startTime = 0;

            if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout > 0)
            {
                startTime = TimeoutHelper.GetTime();
            }

            bool        waitSuccessful = false;
            Task <bool>?asyncWaitTask  = null;
            bool        lockTaken      = false;

            // Register for cancellation outside of the main lock.
            // NOTE: Register/unregister inside the lock can deadlock as different lock acquisition orders could
            //      occur for (1)this.m_lockObjAndDisposed and (2)cts.internalLock
            CancellationTokenRegistration cancellationTokenRegistration = cancellationToken.UnsafeRegister(s_cancellationTokenCanceledEventHandler, this);

            try
            {
                // Perf: first spin wait for the count to be positive.
                // This additional amount of spinwaiting in addition
                // to Monitor.Enter()'s spinwaiting has shown measurable perf gains in test scenarios.
                if (m_currentCount == 0)
                {
                    // Monitor.Enter followed by Monitor.Wait is much more expensive than waiting on an event as it involves another
                    // spin, contention, etc. The usual number of spin iterations that would otherwise be used here is increased to
                    // lessen that extra expense of doing a proper wait.
                    int spinCount = SpinWait.SpinCountforSpinBeforeWait * 4;

                    SpinWait spinner = default;
                    while (spinner.Count < spinCount)
                    {
                        spinner.SpinOnce(sleep1Threshold: -1);

                        if (m_currentCount != 0)
                        {
                            break;
                        }
                    }
                }
                Monitor.Enter(m_lockObjAndDisposed, ref lockTaken);
                m_waitCount++;

                // If there are any async waiters, for fairness we'll get in line behind
                // then by translating our synchronous wait into an asynchronous one that we
                // then block on (once we've released the lock).
                if (m_asyncHead != null)
                {
                    Debug.Assert(m_asyncTail != null, "tail should not be null if head isn't");
                    asyncWaitTask = WaitAsync(millisecondsTimeout, cancellationToken);
                }
                // There are no async waiters, so we can proceed with normal synchronous waiting.
                else
                {
                    // If the count > 0 we are good to move on.
                    // If not, then wait if we were given allowed some wait duration

                    OperationCanceledException?oce = null;

                    if (m_currentCount == 0)
                    {
                        if (millisecondsTimeout == 0)
                        {
                            return(false);
                        }

                        // Prepare for the main wait...
                        // wait until the count become greater than zero or the timeout is expired
                        try
                        {
                            waitSuccessful = WaitUntilCountOrTimeout(millisecondsTimeout, startTime, cancellationToken);
                        }
                        catch (OperationCanceledException e) { oce = e; }
                    }

                    // Now try to acquire.  We prioritize acquisition over cancellation/timeout so that we don't
                    // lose any counts when there are asynchronous waiters in the mix.  Asynchronous waiters
                    // defer to synchronous waiters in priority, which means that if it's possible an asynchronous
                    // waiter didn't get released because a synchronous waiter was present, we need to ensure
                    // that synchronous waiter succeeds so that they have a chance to release.
                    Debug.Assert(!waitSuccessful || m_currentCount > 0,
                                 "If the wait was successful, there should be count available.");
                    if (m_currentCount > 0)
                    {
                        waitSuccessful = true;
                        m_currentCount--;
                    }
                    else if (oce != null)
                    {
                        throw oce;
                    }

                    // Exposing wait handle which is lazily initialized if needed
                    if (m_waitHandle != null && m_currentCount == 0)
                    {
                        m_waitHandle.Reset();
                    }
                }
            }
            finally
            {
                // Release the lock
                if (lockTaken)
                {
                    m_waitCount--;
                    Monitor.Exit(m_lockObjAndDisposed);
                }

                // Unregister the cancellation callback.
                cancellationTokenRegistration.Dispose();
            }

            // If we had to fall back to asynchronous waiting, block on it
            // here now that we've released the lock, and return its
            // result when available.  Otherwise, this was a synchronous
            // wait, and whether we successfully acquired the semaphore is
            // stored in waitSuccessful.

            return((asyncWaitTask != null) ? asyncWaitTask.GetAwaiter().GetResult() : waitSuccessful);
        }
 public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
 {
     this.ThrowIfDisposed();
     cancellationToken.ThrowIfCancellationRequested();
     if (millisecondsTimeout < -1)
     {
         throw new ArgumentOutOfRangeException(nameof(millisecondsTimeout));
     }
     if (!this.IsSet)
     {
         if (millisecondsTimeout == 0)
         {
             return(false);
         }
         uint startTime            = 0;
         bool flag                 = false;
         int  millisecondsTimeout1 = millisecondsTimeout;
         if (millisecondsTimeout != -1)
         {
             startTime = TimeoutHelper.GetTime();
             flag      = true;
         }
         int      spinCount = this.SpinCount;
         SpinWait spinWait  = new SpinWait();
         while (spinWait.Count < spinCount)
         {
             spinWait.SpinOnce(-1);
             if (this.IsSet)
             {
                 return(true);
             }
             if (spinWait.Count >= 100 && spinWait.Count % 10 == 0)
             {
                 cancellationToken.ThrowIfCancellationRequested();
             }
         }
         this.EnsureLockObjectCreated();
         using (cancellationToken.UnsafeRegister(ManualResetEventSlim.s_cancellationTokenCallback, (object)this))
         {
             lock (this.m_lock)
             {
                 while (!this.IsSet)
                 {
                     cancellationToken.ThrowIfCancellationRequested();
                     if (flag)
                     {
                         millisecondsTimeout1 = TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout);
                         if (millisecondsTimeout1 <= 0)
                         {
                             return(false);
                         }
                     }
                     ++this.Waiters;
                     if (this.IsSet)
                     {
                         --this.Waiters;
                         return(true);
                     }
                     try
                     {
                         if (!Monitor.Wait(this.m_lock, millisecondsTimeout1))
                         {
                             return(false);
                         }
                     }
                     finally
                     {
                         --this.Waiters;
                     }
                 }
             }
         }
     }
     return(true);
 }
Example #3
0
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            ThrowIfDisposed();
            cancellationToken.ThrowIfCancellationRequested(); // an early convenience check

            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(nameof(millisecondsTimeout));
            }

            if (!IsSet)
            {
                if (millisecondsTimeout == 0)
                {
                    // For 0-timeouts, we just return immediately.
                    return(false);
                }


                // We spin briefly before falling back to allocating and/or waiting on a true event.
                uint startTime = 0;
                bool bNeedTimeoutAdjustment  = false;
                int  realMillisecondsTimeout = millisecondsTimeout; //this will be adjusted if necessary.

                if (millisecondsTimeout != Timeout.Infinite)
                {
                    // We will account for time spent spinning, so that we can decrement it from our
                    // timeout.  In most cases the time spent in this section will be negligible.  But
                    // we can't discount the possibility of our thread being switched out for a lengthy
                    // period of time.  The timeout adjustments only take effect when and if we actually
                    // decide to block in the kernel below.

                    startTime = TimeoutHelper.GetTime();
                    bNeedTimeoutAdjustment = true;
                }

                // Spin
                int spinCount = SpinCount;
                var spinner   = new SpinWait();
                while (spinner.Count < spinCount)
                {
                    spinner.SpinOnce(sleep1Threshold: -1);

                    if (IsSet)
                    {
                        return(true);
                    }

                    if (spinner.Count >= 100 && spinner.Count % 10 == 0) // check the cancellation token if the user passed a very large spin count
                    {
                        cancellationToken.ThrowIfCancellationRequested();
                    }
                }

                // Now enter the lock and wait. Must be created before registering the cancellation callback,
                // which will try to take this lock.
                EnsureLockObjectCreated();

                // We must register and unregister the token outside of the lock, to avoid deadlocks.
                using (cancellationToken.UnsafeRegister(s_cancellationTokenCallback, this))
                {
                    lock (m_lock !)
                    {
                        // Loop to cope with spurious wakeups from other waits being canceled
                        while (!IsSet)
                        {
                            // If our token was canceled, we must throw and exit.
                            cancellationToken.ThrowIfCancellationRequested();

                            //update timeout (delays in wait commencement are due to spinning and/or spurious wakeups from other waits being canceled)
                            if (bNeedTimeoutAdjustment)
                            {
                                realMillisecondsTimeout = TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout);
                                if (realMillisecondsTimeout <= 0)
                                {
                                    return(false);
                                }
                            }

                            // There is a race condition that Set will fail to see that there are waiters as Set does not take the lock,
                            // so after updating waiters, we must check IsSet again.
                            // Also, we must ensure there cannot be any reordering of the assignment to Waiters and the
                            // read from IsSet.  This is guaranteed as Waiters{set;} involves an Interlocked.CompareExchange
                            // operation which provides a full memory barrier.
                            // If we see IsSet=false, then we are guaranteed that Set() will see that we are
                            // waiting and will pulse the monitor correctly.

                            Waiters = Waiters + 1;

                            if (IsSet)     //This check must occur after updating Waiters.
                            {
                                Waiters--; //revert the increment.
                                return(true);
                            }

                            // Now finally perform the wait.
                            try
                            {
                                // ** the actual wait **
                                if (!Monitor.Wait(m_lock, realMillisecondsTimeout))
                                {
                                    return(false); //return immediately if the timeout has expired.
                                }
                            }
                            finally
                            {
                                // Clean up: we're done waiting.
                                Waiters = Waiters - 1;
                            }
                            // Now just loop back around, and the right thing will happen.  Either:
                            //     1. We had a spurious wake-up due to some other wait being canceled via a different cancellationToken (rewait)
                            // or  2. the wait was successful. (the loop will break)
                        }
                    }
                }
            } // automatically disposes (and unregisters) the callback

            return(true); //done. The wait was satisfied.
        }
Example #4
0
        /// <summary>Asynchronously waits to enter the mutex.</summary>
        /// <param name="cancellationToken">The CancellationToken token to observe.</param>
        /// <returns>A task that will complete when the mutex has been entered or the enter canceled.</returns>
        public Task EnterAsync(CancellationToken cancellationToken)
        {
            // If cancellation was requested, bail immediately.
            // If the mutex is not currently held nor contended, enter immediately.
            // Otherwise, fall back to a more expensive likely-asynchronous wait.
            return
                (cancellationToken.IsCancellationRequested ? Task.FromCanceled(cancellationToken) :
                 Interlocked.Decrement(ref _gate) >= 0 ? Task.CompletedTask :
                 Contended(cancellationToken));

            // Everything that follows is the equivalent of:
            //     return _sem.WaitAsync(cancellationToken);
            // if _sem were to be constructed as `new SemaphoreSlim(0)`.

            Task Contended(CancellationToken cancellationToken)
            {
                var w = new Waiter(this);

                // We need to register for cancellation before storing the waiter into the list.
                // If we registered after, we might leak a registration if the mutex was exited and the waiter
                // removed from the list prior to CancellationRegistration being properly assigned. By registering before,
                // there's a different race condition, that of cancellation being requested prior to storing the waiter into
                // the list; if that happens, we could end up adding the waiter and have it still stored in the list even
                // though OnCancellation was called. So once we hold the lock, which OnCancellation also needs to take, we
                // check again whether cancellation has been requested,and avoid storing the waiter if it has.
                w.CancellationRegistration = cancellationToken.UnsafeRegister((s, token) => OnCancellation(s, token), w);

                lock (SyncObj)
                {
                    // Now that we're holding the lock, check to see whether the async lock is acquirable.
                    if (!_lockedSemaphoreFull)
                    {
                        // If we are able to acquire the lock, we're done; we just need to clean up after the registration.
                        w.CancellationRegistration.Unregister();
                        _lockedSemaphoreFull = true;
                        return(Task.CompletedTask);
                    }

                    // Now that we're holding the lock and thus synchronized with OnCancellation, check to see
                    // if cancellation has been requested.
                    if (cancellationToken.IsCancellationRequested)
                    {
                        w.TrySetCanceled(cancellationToken);
                        return(w.Task);
                    }

                    // The lock couldn't be acquired.
                    // Add the waiter to the linked list of waiters.
                    if (_waitersTail is null)
                    {
                        w.Next = w.Prev = w;
                    }
                    else
                    {
                        Debug.Assert(_waitersTail.Next != null && _waitersTail.Prev != null);
                        w.Next      = _waitersTail;
                        w.Prev      = _waitersTail.Prev;
                        w.Prev.Next = w.Next.Prev = w;
                    }
                    _waitersTail = w;
                }

                // Return the waiter as a value task.
                return(w.Task);