Prod() private static méthode

Internal mechanism used when timers are added to wake up / create the thread.

private static Prod ( ) : void
Résultat void
Exemple #1
0
            internal override TimerThread.Timer CreateTimer(TimerThread.Callback callback, object context)
            {
                TimerThread.TimerNode node = new TimerThread.TimerNode(callback, context, base.Duration, this.m_Timers);
                bool flag = false;

                lock (this.m_Timers)
                {
                    if (this.m_Timers.Next == this.m_Timers)
                    {
                        if (this.m_ThisHandle == IntPtr.Zero)
                        {
                            this.m_ThisHandle = (IntPtr)GCHandle.Alloc(this);
                        }
                        flag = true;
                    }
                    node.Next = this.m_Timers;
                    node.Prev = this.m_Timers.Prev;
                    this.m_Timers.Prev.Next = node;
                    this.m_Timers.Prev      = node;
                }
                if (flag)
                {
                    TimerThread.Prod();
                }
                return(node);
            }
Exemple #2
0
            /// <summary>
            /// <para>Creates new timers.  This method is thread-safe.</para>
            /// </summary>
            internal override Timer CreateTimer(Callback callback, object context)
            {
                TimerNode timer = new TimerNode(callback, context, Duration, _timers);

                // Add this on the tail.  (Actually, one before the tail - _timers is the sentinel tail.)
                bool needProd = false;

                lock (_timers)
                {
                    if (!(_timers.Prev.Next == _timers))
                    {
                        if (GlobalLog.IsEnabled)
                        {
                            GlobalLog.AssertFormat("TimerThread#{0}::CreateTimer()|Tail corruption.", Thread.CurrentThread.ManagedThreadId.ToString());
                        }

                        Debug.Fail(string.Format("TimerThread#{0}::CreateTimer()|Tail corruption.", Thread.CurrentThread.ManagedThreadId.ToString()));
                    }

                    // If this is the first timer in the list, we need to create a queue handle and prod the timer thread.
                    if (_timers.Next == _timers)
                    {
                        if (_thisHandle == IntPtr.Zero)
                        {
                            _thisHandle = (IntPtr)GCHandle.Alloc(this);
                        }
                        needProd = true;
                    }

                    timer.Next        = _timers;
                    timer.Prev        = _timers.Prev;
                    _timers.Prev.Next = timer;
                    _timers.Prev      = timer;
                }

                // If, after we add the new tail, there is a chance that the tail is the next
                // node to be processed, we need to wake up the timer thread.
                if (needProd)
                {
                    TimerThread.Prod();
                }

                return(timer);
            }
            /// <summary>
            /// <para>Creates new timers.  This method is thread-safe.</para>
            /// </summary>
            internal override Timer CreateTimer(Callback callback, object context)
            {
                TimerNode timer = new TimerNode(callback, context, Duration, _timers);

                // Add this on the tail.  (Actually, one before the tail - _timers is the sentinel tail.)
                bool needProd = false;

                lock (_timers)
                {
                    if (!(_timers.Prev.Next == _timers))
                    {
                        NetEventSource.Fail(this, $"Tail corruption.");
                    }

                    // If this is the first timer in the list, we need to create a queue handle and prod the timer thread.
                    if (_timers.Next == _timers)
                    {
                        if (_thisHandle == IntPtr.Zero)
                        {
                            _thisHandle = (IntPtr)GCHandle.Alloc(this);
                        }
                        needProd = true;
                    }

                    timer.Next        = _timers;
                    timer.Prev        = _timers.Prev;
                    _timers.Prev.Next = timer;
                    _timers.Prev      = timer;
                }

                // If, after we add the new tail, there is a chance that the tail is the next
                // node to be processed, we need to wake up the timer thread.
                if (needProd)
                {
                    TimerThread.Prod();
                }

                return(timer);
            }