コード例 #1
0
        /// <summary>
        /// Private helper to actually perform the Set.
        /// </summary>
        /// <param name="duringCancellation">Indicates whether we are calling Set() during cancellation.</param>
        /// <exception cref="T:System.OperationCanceledException">The object has been canceled.</exception>
        private void Set(bool duringCancellation)
        {
            // We need to ensure that IsSet=true does not get reordered past the read of m_eventObj
            // This would be a legal movement according to the .NET memory model.
            // The code is safe as IsSet involves an Interlocked.CompareExchange which provides a full memory barrier.
            IsSet = true;

            // If there are waiting threads, we need to pulse them.
            if (Waiters > 0)
            {
                Debug.Assert(m_lock != null && m_condition != null); //if waiters>0, then m_lock has already been created.
                using (LockHolder.Hold(m_lock))
                {
                    m_condition.SignalAll();
                }
            }

            ManualResetEvent eventObj = m_eventObj;

            //Design-decision: do not set the event if we are in cancellation -> better to deadlock than to wake up waiters incorrectly
            //It would be preferable to wake up the event and have it throw OCE. This requires MRE to implement cancellation logic

            if (eventObj != null && !duringCancellation)
            {
                // We must surround this call to Set in a lock.  The reason is fairly subtle.
                // Sometimes a thread will issue a Wait and wake up after we have set m_state,
                // but before we have gotten around to setting m_eventObj (just below). That's
                // because Wait first checks m_state and will only access the event if absolutely
                // necessary.  However, the coding pattern { event.Wait(); event.Dispose() } is
                // quite common, and we must support it.  If the waiter woke up and disposed of
                // the event object before the setter has finished, however, we would try to set a
                // now-disposed Win32 event.  Crash!  To deal with this race, we use a lock to
                // protect access to the event object when setting and disposing of it.  We also
                // double-check that the event has not become null in the meantime when in the lock.

                lock (eventObj)
                {
                    if (m_eventObj != null)
                    {
                        // If somebody is waiting, we must set the event.
                        m_eventObj.Set();
                    }
                }
            }

#if DEBUG
            m_lastSetTime = Environment.TickCount;
#endif
        }
コード例 #2
0
ファイル: SemaphoreSlim.cs プロジェクト: wffy/corert
        /// <summary>
        /// Exits the <see cref="SemaphoreSlim"/> a specified number of times.
        /// </summary>
        /// <param name="releaseCount">The number of times to exit the semaphore.</param>
        /// <returns>The previous count of the <see cref="SemaphoreSlim"/>.</returns>
        /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="releaseCount"/> is less
        /// than 1.</exception>
        /// <exception cref="T:System.Threading.SemaphoreFullException">The <see cref="SemaphoreSlim"/> has
        /// already reached its maximum size.</exception>
        /// <exception cref="T:System.ObjectDisposedException">The current instance has already been
        /// disposed.</exception>
        public int Release(int releaseCount)
        {
            CheckDispose();

            // Validate input
            if (releaseCount < 1)
            {
                throw new ArgumentOutOfRangeException(
                          "releaseCount", releaseCount, SR.SemaphoreSlim_Release_CountWrong);
            }
            int returnCount;

            using (LockHolder.Hold(m_lock))
            {
                // Read the m_currentCount into a local variable to avoid unnecessary volatile accesses inside the lock.
                int currentCount = m_currentCount;
                returnCount = currentCount;

                // If the release count would result exceeding the maximum count, throw SemaphoreFullException.
                if (m_maxCount - currentCount < releaseCount)
                {
                    throw new SemaphoreFullException();
                }

                // Increment the count by the actual release count
                currentCount += releaseCount;

                // Signal to any synchronous waiters
                int waitCount = m_waitCount;
                if (currentCount == 1 || waitCount == 1)
                {
                    m_condition.SignalOne();
                }
                else if (waitCount > 1)
                {
                    m_condition.SignalAll();
                }

                // Now signal to any asynchronous waiters, if there are any.  While we've already
                // signaled the synchronous waiters, we still hold the lock, and thus
                // they won't have had an opportunity to acquire this yet.  So, when releasing
                // asynchronous waiters, we assume that all synchronous waiters will eventually
                // acquire the semaphore.  That could be a faulty assumption if those synchronous
                // waits are canceled, but the wait code path will handle that.
                if (m_asyncHead != null)
                {
                    Debug.Assert(m_asyncTail != null, "tail should not be null if head isn't null");
                    int maxAsyncToRelease = currentCount - waitCount;
                    while (maxAsyncToRelease > 0 && m_asyncHead != null)
                    {
                        --currentCount;
                        --maxAsyncToRelease;

                        // Get the next async waiter to release and queue it to be completed
                        var waiterTask = m_asyncHead;
                        RemoveAsyncWaiter(waiterTask); // ensures waiterTask.Next/Prev are null
                        QueueWaiterTask(waiterTask);
                    }
                }
                m_currentCount = currentCount;

                // Exposing wait handle if it is not null
                if (m_waitHandle != null && returnCount == 0 && currentCount > 0)
                {
                    m_waitHandle.Set();
                }
            }

            // And return the count
            return(returnCount);
        }