Exemple #1
0
        // Fire any timers that have expired, and update the native timer to schedule the rest of them.
        // We're in a thread pool work item here, and if there are multiple timers to be fired, we want
        // to queue all but the first one.  The first may can then be invoked synchronously or queued,
        // a task left up to our caller, which might be firing timers from multiple queues.
        private void FireNextTimers()
        {
            // We fire the first timer on this thread; any other timers that need to be fired
            // are queued to the ThreadPool.
            TimerQueueTimer?timerToFireOnThisThread = null;

            lock (this)
            {
                // Since we got here, that means our previous timer has fired.
                _isTimerScheduled = false;
                bool haveTimerToSchedule = false;
                uint nextTimerDuration   = uint.MaxValue;

                long nowTicks = TickCount64;

                // Sweep through the "short" timers.  If the current tick count is greater than
                // the current threshold, also sweep through the "long" timers.  Finally, as part
                // of sweeping the long timers, move anything that'll fire within the next threshold
                // to the short list.  It's functionally ok if more timers end up in the short list
                // than is truly necessary (but not the opposite).
                TimerQueueTimer?timer = _shortTimers;
                for (int listNum = 0; listNum < 2; listNum++) // short == 0, long == 1
                {
                    while (timer != null)
                    {
                        Debug.Assert(timer._dueTime != Timeout.UnsignedInfinite, "A timer in the list must have a valid due time.");

                        // Save off the next timer to examine, in case our examination of this timer results
                        // in our deleting or moving it; we'll continue after with this saved next timer.
                        TimerQueueTimer?next = timer._next;

                        long elapsed   = nowTicks - timer._startTicks;
                        long remaining = timer._dueTime - elapsed;
                        if (remaining <= 0)
                        {
                            // Timer is ready to fire.

                            if (timer._period != Timeout.UnsignedInfinite)
                            {
                                // This is a repeating timer; schedule it to run again.

                                // Discount the extra amount of time that has elapsed since the previous firing time to
                                // prevent timer ticks from drifting.  If enough time has already elapsed for the timer to fire
                                // again, meaning the timer can't keep up with the short period, have it fire 1 ms from now to
                                // avoid spinning without a delay.
                                timer._startTicks = nowTicks;
                                long elapsedForNextDueTime = elapsed - timer._dueTime;
                                timer._dueTime = (elapsedForNextDueTime < timer._period) ?
                                                 timer._period - (uint)elapsedForNextDueTime :
                                                 1;

                                // Update the timer if this becomes the next timer to fire.
                                if (timer._dueTime < nextTimerDuration)
                                {
                                    haveTimerToSchedule = true;
                                    nextTimerDuration   = timer._dueTime;
                                }

                                // Validate that the repeating timer is still on the right list.  It's likely that
                                // it started in the long list and was moved to the short list at some point, so
                                // we now want to move it back to the long list if that's where it belongs. Note that
                                // if we're currently processing the short list and move it to the long list, we may
                                // end up revisiting it again if we also enumerate the long list, but we will have already
                                // updated the due time appropriately so that we won't fire it again (it's also possible
                                // but rare that we could be moving a timer from the long list to the short list here,
                                // if the initial due time was set to be long but the timer then had a short period).
                                bool targetShortList = (nowTicks + timer._dueTime) - _currentAbsoluteThreshold <= 0;
                                if (timer._short != targetShortList)
                                {
                                    MoveTimerToCorrectList(timer, targetShortList);
                                }
                            }
                            else
                            {
                                // Not repeating; remove it from the queue
                                DeleteTimer(timer);
                            }

                            // If this is the first timer, we'll fire it on this thread (after processing
                            // all others). Otherwise, queue it to the ThreadPool.
                            if (timerToFireOnThisThread == null)
                            {
                                timerToFireOnThisThread = timer;
                            }
                            else
                            {
                                ThreadPool.UnsafeQueueUserWorkItemInternal(timer, preferLocal: false);
                            }
                        }
                        else
                        {
                            // This timer isn't ready to fire.  Update the next time the native timer fires if necessary,
                            // and move this timer to the short list if its remaining time is now at or under the threshold.

                            if (remaining < nextTimerDuration)
                            {
                                haveTimerToSchedule = true;
                                nextTimerDuration   = (uint)remaining;
                            }

                            if (!timer._short && remaining <= ShortTimersThresholdMilliseconds)
                            {
                                MoveTimerToCorrectList(timer, shortList: true);
                            }
                        }

                        timer = next;
                    }

                    // Switch to process the long list if necessary.
                    if (listNum == 0)
                    {
                        // Determine how much time remains between now and the current threshold.  If time remains,
                        // we can skip processing the long list.  We use > rather than >= because, although we
                        // know that if remaining == 0 no timers in the long list will need to be fired, we
                        // don't know without looking at them when we'll need to call FireNextTimers again.  We
                        // could in that case just set the next firing to 1, but we may as well just iterate the
                        // long list now; otherwise, most timers created in the interim would end up in the long
                        // list and we'd likely end up paying for another invocation of FireNextTimers that could
                        // have been delayed longer (to whatever is the current minimum in the long list).
                        long remaining = _currentAbsoluteThreshold - nowTicks;
                        if (remaining > 0)
                        {
                            if (_shortTimers == null && _longTimers != null)
                            {
                                // We don't have any short timers left and we haven't examined the long list,
                                // which means we likely don't have an accurate nextTimerDuration.
                                // But we do know that nothing in the long list will be firing before or at _currentAbsoluteThreshold,
                                // so we can just set nextTimerDuration to the difference between then and now.
                                nextTimerDuration   = (uint)remaining + 1;
                                haveTimerToSchedule = true;
                            }
                            break;
                        }

                        // Switch to processing the long list.
                        timer = _longTimers;

                        // Now that we're going to process the long list, update the current threshold.
                        _currentAbsoluteThreshold = nowTicks + ShortTimersThresholdMilliseconds;
                    }
                }

                // If we still have scheduled timers, update the timer to ensure it fires
                // in time for the next one in line.
                if (haveTimerToSchedule)
                {
                    EnsureTimerFiresBy(nextTimerDuration);
                }
            }

            // Fire the user timer outside of the lock!
            timerToFireOnThisThread?.Fire();
        }
Exemple #2
0
        //
        // Fire any timers that have expired, and update the native timer to schedule the rest of them.
        //
        private void FireNextTimers()
        {
            //
            // we fire the first timer on this thread; any other timers that might have fired are queued
            // to the ThreadPool.
            //
            TimerQueueTimer timerToFireOnThisThread = null;

            using (LockHolder.Hold(Lock))
            {
                //
                // since we got here, that means our previous timer has fired.
                //
                ReleaseTimer();
                m_currentNativeTimerDuration = UInt32.MaxValue;

                bool haveTimerToSchedule        = false;
                uint nextAppDomainTimerDuration = uint.MaxValue;

                int nowTicks = TickCount;

                //
                // Sweep through all timers.  The ones that have reached their due time
                // will fire.  We will calculate the next native timer due time from the
                // other timers.
                //
                TimerQueueTimer timer = m_timers;
                while (timer != null)
                {
                    Debug.Assert(timer.m_dueTime != Timer.UnsignedInfiniteTimeout);

                    uint elapsed = (uint)(nowTicks - timer.m_startTicks);
                    if (elapsed >= timer.m_dueTime)
                    {
                        //
                        // Remember the next timer in case we delete this one
                        //
                        TimerQueueTimer nextTimer = timer.m_next;

                        if (timer.m_period != Timer.UnsignedInfiniteTimeout)
                        {
                            timer.m_startTicks = nowTicks;
                            timer.m_dueTime    = timer.m_period;

                            //
                            // This is a repeating timer; schedule it to run again.
                            //
                            if (timer.m_dueTime < nextAppDomainTimerDuration)
                            {
                                haveTimerToSchedule        = true;
                                nextAppDomainTimerDuration = timer.m_dueTime;
                            }
                        }
                        else
                        {
                            //
                            // Not repeating; remove it from the queue
                            //
                            DeleteTimer(timer);
                        }

                        //
                        // If this is the first timer, we'll fire it on this thread.  Otherwise, queue it
                        // to the ThreadPool.
                        //
                        if (timerToFireOnThisThread == null)
                        {
                            timerToFireOnThisThread = timer;
                        }
                        else
                        {
                            QueueTimerCompletion(timer);
                        }

                        timer = nextTimer;
                    }
                    else
                    {
                        //
                        // This timer hasn't fired yet.  Just update the next time the native timer fires.
                        //
                        uint remaining = timer.m_dueTime - elapsed;
                        if (remaining < nextAppDomainTimerDuration)
                        {
                            haveTimerToSchedule        = true;
                            nextAppDomainTimerDuration = remaining;
                        }
                        timer = timer.m_next;
                    }
                }

                if (haveTimerToSchedule)
                {
                    EnsureAppDomainTimerFiresBy(nextAppDomainTimerDuration);
                }
            }

            //
            // Fire the user timer outside of the lock!
            //
            if (timerToFireOnThisThread != null)
            {
                timerToFireOnThisThread.Fire();
            }
        }
Exemple #3
0
        // Token: 0x06003D1F RID: 15647 RVA: 0x000E3504 File Offset: 0x000E1704
        private void FireNextTimers()
        {
            TimerQueueTimer timerQueueTimer = null;

            lock (this)
            {
                try
                {
                }
                finally
                {
                    this.m_isAppDomainTimerScheduled = false;
                    bool            flag2            = false;
                    uint            num              = uint.MaxValue;
                    int             tickCount        = TimerQueue.TickCount;
                    TimerQueueTimer timerQueueTimer2 = this.m_timers;
                    while (timerQueueTimer2 != null)
                    {
                        uint num2 = (uint)(tickCount - timerQueueTimer2.m_startTicks);
                        if (num2 >= timerQueueTimer2.m_dueTime)
                        {
                            TimerQueueTimer next = timerQueueTimer2.m_next;
                            if (timerQueueTimer2.m_period != 4294967295U)
                            {
                                timerQueueTimer2.m_startTicks = tickCount;
                                timerQueueTimer2.m_dueTime    = timerQueueTimer2.m_period;
                                if (timerQueueTimer2.m_dueTime < num)
                                {
                                    flag2 = true;
                                    num   = timerQueueTimer2.m_dueTime;
                                }
                            }
                            else
                            {
                                this.DeleteTimer(timerQueueTimer2);
                            }
                            if (timerQueueTimer == null)
                            {
                                timerQueueTimer = timerQueueTimer2;
                            }
                            else
                            {
                                TimerQueue.QueueTimerCompletion(timerQueueTimer2);
                            }
                            timerQueueTimer2 = next;
                        }
                        else
                        {
                            uint num3 = timerQueueTimer2.m_dueTime - num2;
                            if (num3 < num)
                            {
                                flag2 = true;
                                num   = num3;
                            }
                            timerQueueTimer2 = timerQueueTimer2.m_next;
                        }
                    }
                    if (flag2)
                    {
                        this.EnsureAppDomainTimerFiresBy(num);
                    }
                }
            }
            if (timerQueueTimer != null)
            {
                timerQueueTimer.Fire();
            }
        }
Exemple #4
0
        private volatile int m_pauseTicks = 0; // Time when Pause was called


        //
        // Fire any timers that have expired, and update the native timer to schedule the rest of them.
        // We're in a thread pool work item here, and if there are multiple timers to be fired, we want
        // to queue all but the first one.  The first may can then be invoked synchronously or queued,
        // a task left up to our caller, which might be firing timers from multiple queues.
        //
        private void FireNextTimers()
        {
            //
            // we fire the first timer on this thread; any other timers that might have fired are queued
            // to the ThreadPool.
            //
            TimerQueueTimer timerToFireOnThisThread = null;

            lock (this)
            {
                // prevent ThreadAbort while updating state
                try { }
                finally
                {
                    //
                    // since we got here, that means our previous timer has fired.
                    //
                    m_isAppDomainTimerScheduled = false;
                    bool haveTimerToSchedule        = false;
                    uint nextAppDomainTimerDuration = uint.MaxValue;

                    int nowTicks = TickCount;

                    //
                    // Sweep through all timers.  The ones that have reached their due time
                    // will fire.  We will calculate the next native timer due time from the
                    // other timers.
                    //
                    TimerQueueTimer timer = m_timers;
                    while (timer != null)
                    {
                        Debug.Assert(timer.m_dueTime != Timeout.UnsignedInfinite);

                        uint elapsed = (uint)(nowTicks - timer.m_startTicks);
                        if (elapsed >= timer.m_dueTime)
                        {
                            //
                            // Remember the next timer in case we delete this one
                            //
                            TimerQueueTimer nextTimer = timer.m_next;

                            if (timer.m_period != Timeout.UnsignedInfinite)
                            {
                                timer.m_startTicks = nowTicks;
                                uint elapsedForNextDueTime = elapsed - timer.m_dueTime;
                                if (elapsedForNextDueTime < timer.m_period)
                                {
                                    // Discount the extra amount of time that has elapsed since the previous firing time to
                                    // prevent timer ticks from drifting
                                    timer.m_dueTime = timer.m_period - elapsedForNextDueTime;
                                }
                                else
                                {
                                    // Enough time has elapsed to fire the timer yet again. The timer is not able to keep up
                                    // with the short period, have it fire 1 ms from now to avoid spinning without a delay.
                                    timer.m_dueTime = 1;
                                }

                                //
                                // This is a repeating timer; schedule it to run again.
                                //
                                if (timer.m_dueTime < nextAppDomainTimerDuration)
                                {
                                    haveTimerToSchedule        = true;
                                    nextAppDomainTimerDuration = timer.m_dueTime;
                                }
                            }
                            else
                            {
                                //
                                // Not repeating; remove it from the queue
                                //
                                DeleteTimer(timer);
                            }

                            //
                            // If this is the first timer, we'll fire it on this thread.  Otherwise, queue it
                            // to the ThreadPool.
                            //
                            if (timerToFireOnThisThread == null)
                            {
                                timerToFireOnThisThread = timer;
                            }
                            else
                            {
                                QueueTimerCompletion(timer);
                            }

                            timer = nextTimer;
                        }
                        else
                        {
                            //
                            // This timer hasn't fired yet.  Just update the next time the native timer fires.
                            //
                            uint remaining = timer.m_dueTime - elapsed;
                            if (remaining < nextAppDomainTimerDuration)
                            {
                                haveTimerToSchedule        = true;
                                nextAppDomainTimerDuration = remaining;
                            }
                            timer = timer.m_next;
                        }
                    }

                    if (haveTimerToSchedule)
                    {
                        EnsureAppDomainTimerFiresBy(nextAppDomainTimerDuration);
                    }
                }
            }

            //
            // Fire the user timer outside of the lock!
            //
            if (timerToFireOnThisThread != null)
            {
                timerToFireOnThisThread.Fire();
            }
        }
Exemple #5
0
        private void FireNextTimers()
        {
            TimerQueueTimer timerQueueTimer = (TimerQueueTimer)null;

            lock (this)
            {
                try
                {
                }
                finally
                {
                    this.m_isAppDomainTimerScheduled = false;
                    bool            local_3 = false;
                    uint            local_4 = uint.MaxValue;
                    int             local_5 = TimerQueue.TickCount;
                    TimerQueueTimer local_6 = this.m_timers;
                    while (local_6 != null)
                    {
                        uint local_7 = (uint)(local_5 - local_6.m_startTicks);
                        if (local_7 >= local_6.m_dueTime)
                        {
                            TimerQueueTimer temp_33 = local_6.m_next;
                            if ((int)local_6.m_period != -1)
                            {
                                local_6.m_startTicks = local_5;
                                TimerQueueTimer temp_44 = local_6;
                                int             temp_45 = (int)temp_44.m_period;
                                temp_44.m_dueTime = (uint)temp_45;
                                if (local_6.m_dueTime < local_4)
                                {
                                    local_3 = true;
                                    local_4 = local_6.m_dueTime;
                                }
                            }
                            else
                            {
                                this.DeleteTimer(local_6);
                            }
                            if (timerQueueTimer == null)
                            {
                                timerQueueTimer = local_6;
                            }
                            else
                            {
                                TimerQueue.QueueTimerCompletion(local_6);
                            }
                            local_6 = temp_33;
                        }
                        else
                        {
                            uint local_8 = local_6.m_dueTime - local_7;
                            if (local_8 < local_4)
                            {
                                local_3 = true;
                                local_4 = local_8;
                            }
                            local_6 = local_6.m_next;
                        }
                    }
                    if (local_3)
                    {
                        this.EnsureAppDomainTimerFiresBy(local_4);
                    }
                }
            }
            if (timerQueueTimer == null)
            {
                return;
            }
            timerQueueTimer.Fire();
        }