Exemple #1
0
        /// <summary>
        /// Calls <see cref="EnterBusy"/> then returns an instance of <see cref="DisposableValueToken"/> that will call <see cref="ExitBusy"/> when disposed.
        /// </summary>
        /// <remarks>
        /// <para>The returned token can be used in a using block to ensure correct enter/exit behaviour.</para>
        /// </remarks>
        /// <returns>A <see cref="DisposableValueToken"/> instance.</returns>
        /// <exception cref="System.ObjectDisposedException">Thrown if the object is disposed or being disposed.</exception>
        protected DisposableValueToken ObtainBusyToken()
        {
#pragma warning disable 420
            return(DisposeAssistant.ObtainBusyToken(this, _DisposedState, ref _BusyCount, this.ExitBusy));

#pragma warning restore 420
        }
Exemple #2
0
        /// <summary>
        /// Disposes this object and all internal resources.
        /// </summary>
        public virtual void Dispose()
        {
#pragma warning disable 420
            DisposeAssistant.Dispose(this, ref _DisposedState, ref _BusyCount, (disposing) => this.Dispose(disposing));
#pragma warning restore 420

            //int priorState = _DisposedState;
            //if (priorState == DisposedState) return; //If we are already disposed, do nothing.

            ////Wait until there is no work in progress on the object (via EnterBusy/ExitBusy)
            //System.Threading.SpinWait.SpinUntil
            //(
            //	() => (System.Threading.Interlocked.CompareExchange(ref _BusyCount, int.MinValue, 0)) <= 0
            //);

            //// Atomically set our state to 'disposing' but only if it's not already in that state.
            //// If it is already in a 'disposing' state, wait for the dispose to complete before
            //// returning to the caller.
            //System.Threading.SpinWait.SpinUntil
            //(
            //	() => (priorState = System.Threading.Interlocked.CompareExchange(ref _DisposedState, DisposingState, UndisposedState)) != DisposingState
            //);

            //if (_DisposedState == DisposedState) return; //If someone else completed disposing the object, do nothing.

            //try
            //{
            //	Dispose(true);
            //}
            //finally
            //{
            //	//Call SuppressFinalize in case a derived class adds a finaliser.
            //	//Ensure it is done in the finally block. We're unlikely to be disposed again,
            //	//but if we are and we encountered an error last time, we're likely to get the
            //	//same error again. Worse, we may also get the error when disposed from the
            //	//finalizer thread, and throwing exceptions there is a bad idea (https://ericlippert.com/2015/05/18/when-everything-you-know-is-wrong-part-one/).
            //	//Additionally, code in a finally block will also execute if a thread abort
            //	//occurs on the executing thread.
            //	GC.SuppressFinalize(this);

            //	//Now mark the object as disposed rather than disposing,
            //	System.Threading.Interlocked.Exchange(ref _DisposedState, DisposedState);
            //}
        }
Exemple #3
0
 /// <summary>
 /// Throws an <see cref="System.ObjectDisposedException"/> if the object is currently disposed, otherwise does nothing.
 /// </summary>
 /// <exception cref="ObjectDisposedException">Deliberately thrown if this object has been or is being disposed.</exception>
 protected void ThrowIfDisposed()
 {
     DisposeAssistant.ThrowIfDisposed(this, _DisposedState, _BusyCount);
 }
Exemple #4
0
        /// <summary>
        /// Reduces the count of current operations on the object, returning it to a non-busy state if no other work is in progress thereby allowing calls to <see cref="Dispose()"/> to complete.
        /// </summary>
        /// <seealso cref="EnterBusy"/>
        /// <seealso cref="ObtainBusyToken"/>
        /// <exception cref="System.ObjectDisposedException">Thrown if this object is already disposed or being disposed.</exception>
        protected void ExitBusy()
        {
#pragma warning disable 420
            DisposeAssistant.ExitBusy(this, _DisposedState, ref _BusyCount);
#pragma warning restore 420
        }