Esempio n. 1
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        /// <devdoc>
        ///    <para>
        ///    Attempts to return a PooledStream to the pool.  If canReuse is false, then the
        ///    connection will be destroyed even if it is marked as reusable and a new conneciton will
        ///    be created.  If it is true, then the connection will still be checked to ensure that
        ///    it can be pooled and will be cleaned up if it can not for another reason.
        ///    </para>
        /// </devdoc>
        internal void PutConnection(PooledStream pooledStream, object owningObject, int creationTimeout, bool canReuse)
        {
            GlobalLog.Print("ConnectionPool#" + ValidationHelper.HashString(this) + "::PutConnection");
            if (pooledStream == null)
            {
                throw new ArgumentNullException("pooledStream");
            }

            pooledStream.PrePush(owningObject);

            if (m_State != State.ShuttingDown)
            {
                pooledStream.Deactivate();

                // cancel our error status, if we have no new requests waiting anymore
                if (m_WaitCount == 0)
                {
                    CancelErrorCallback();
                }

                if (canReuse && pooledStream.CanBePooled)
                {
                    PutNew(pooledStream);
                }
                else
                {
                    try {
                        Destroy(pooledStream);
                    } finally { // Make sure to release the mutex even under error conditions.
                        // Make sure we recreate a new pooled stream, if there are requests for a stream
                        // at this point
                        if (m_WaitCount > 0)
                        {
                            if (!CreationMutex.WaitOne(creationTimeout, false))
                            {
                                Abort();
                            }
                            else
                            {
                                try {
                                    pooledStream = UserCreateRequest();
                                    if (null != pooledStream)
                                    {
                                        PutNew(pooledStream);
                                    }
                                } finally {
                                    CreationMutex.ReleaseMutex();
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                // If we're shutting down, we destroy the object.
                Destroy(pooledStream);
            }
        }
        /// <summary>
        ///    <para>Retrieves the pooled stream out of the pool, does this by using the result
        ///    of a WaitAny as input, and then based on whether it has a mutex, event, semaphore,
        ///     or timeout decides what action to take</para>
        /// </summary>
        private PooledStream Get(object owningObject, int result, ref bool continueLoop, ref WaitHandle [] waitHandles)
        {
            PooledStream pooledStream = null;

            GlobalLog.Enter("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", result.ToString());


            // From the WaitAny docs: "If more than one object became signaled during
            // the call, this is the array index of the signaled object with the
            // smallest index value of all the signaled objects."  This is important
            // so that the free object signal will be returned before a creation
            // signal.

            switch (result)
            {
            case WaitTimeout:
                Interlocked.Decrement(ref m_WaitCount);
                continueLoop = false;
                GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", "throw Timeout WebException");
                throw new WebException(NetRes.GetWebStatusString("net_timeout", WebExceptionStatus.ConnectFailure), WebExceptionStatus.Timeout);


            case ErrorHandleIndex:
                // Throw the error that PoolCreateRequest stashed.
                int newWaitCount = Interlocked.Decrement(ref m_WaitCount);
                continueLoop = false;
                Exception exceptionToThrow = m_ResError;
                if (newWaitCount == 0)
                {
                    CancelErrorCallback();
                }
                throw exceptionToThrow;

            case CreationHandleIndex:
                try {
                    continueLoop = true;
                    pooledStream = UserCreateRequest();

                    if (null != pooledStream)
                    {
                        pooledStream.PostPop(owningObject);
                        Interlocked.Decrement(ref m_WaitCount);
                        continueLoop = false;
                    }
                    else
                    {
                        // If we were not able to create an object, check to see if
                        // we reached MaxPoolSize.  If so, we will no longer wait on
                        // the CreationHandle, but instead wait for a free object or
                        // the timeout.

                        // BUG - if we receive the CreationHandle midway into the wait
                        // period and re-wait, we will be waiting on the full period
                        if (Count >= MaxPoolSize && 0 != MaxPoolSize)
                        {
                            if (!ReclaimEmancipatedObjects())
                            {
                                // modify handle array not to wait on creation mutex anymore
                                waitHandles    = new WaitHandle[2];
                                waitHandles[0] = m_WaitHandles[0];
                                waitHandles[1] = m_WaitHandles[1];
                            }
                        }
                    }
                }
                finally {
                    CreationMutex.ReleaseMutex();
                }
                break;

            default:
                //
                //    guaranteed available inventory
                //
                Interlocked.Decrement(ref m_WaitCount);
                pooledStream = GetFromPool(owningObject);
                continueLoop = false;
                break;
            }
            GlobalLog.Leave("ConnectionPool#" + ValidationHelper.HashString(this) + "::Get", ValidationHelper.HashString(pooledStream));
            return(pooledStream);
        }