예제 #1
0
        /// <summary>Dequeues an item, and then fixes up our state around writers and completion.</summary>
        /// <returns>The dequeued item.</returns>
        private T DequeueItemAndPostProcess()
        {
            Debug.Assert(Monitor.IsEntered(SyncObj));

            // Dequeue an item.
            T item = _items.DequeueHead();

            // If we're now empty and we're done writing, complete the channel.
            if (_doneWriting != null && _items.IsEmpty)
            {
                ChannelUtilities.Complete(_completion, _doneWriting);
            }

            // If there are any writers blocked, there's now room for at least one
            // to be promoted to have its item moved into the items queue.  We need
            // to loop while trying to complete the writer in order to find one that
            // hasn't yet been canceled (canceled writers transition to canceled but
            // remain in the physical queue).
            while (!_blockedWriters.IsEmpty)
            {
                WriterInteractor <T> w = _blockedWriters.DequeueHead();
                if (w.Success(default(VoidResult)))
                {
                    _items.EnqueueTail(w.Item);
                    return(item);
                }
            }

            // There was no blocked writer, so see if there's a WaitToWriteAsync
            // we should wake up.
            ChannelUtilities.WakeUpWaiters(ref _waitingWriters, result: true);

            // Return the item
            return(item);
        }
 private bool TryRead(out T item)
 {
     if (_items.TryDequeue(out item))
     {
         if (_doneWriting != null && _items.IsEmpty)
         {
             ChannelUtilities.Complete(_completion, _doneWriting);
         }
         return(true);
     }
     return(false);
 }
예제 #3
0
        private bool TryRead(out T item)
        {
            // Dequeue an item if we can
            if (_items.TryDequeue(out item))
            {
                if (_doneWriting != null && _items.IsEmpty)
                {
                    // If we've now emptied the items queue and we're not getting any more, complete.
                    ChannelUtilities.Complete(_completion, _doneWriting);
                }
                return(true);
            }

            item = default(T);
            return(false);
        }
예제 #4
0
        private bool TryComplete(Exception error = null)
        {
            bool completeTask;

            lock (SyncObj)
            {
                AssertInvariants();

                // If we've already marked the channel as completed, bail.
                if (_doneWriting != null)
                {
                    return(false);
                }

                // Mark that we're done writing.
                _doneWriting = error ?? ChannelUtilities.DoneWritingSentinel;
                completeTask = _items.IsEmpty;
            }

            // If there are no items in the queue, complete the channel's task,
            // as no more data can possibly arrive at this point.  We do this outside
            // of the lock in case we'll be running synchronous completions, and we
            // do it before completing blocked/waiting readers, so that when they
            // wake up they'll see the task as being completed.
            if (completeTask)
            {
                ChannelUtilities.Complete(_completion, error);
            }

            // At this point, _blockedReaders/Writers and _waitingReaders/Writers will not be mutated:
            // they're only mutated by readers/writers while holding the lock, and only if _doneWriting is null.
            // We also know that only one thread (this one) will ever get here, as only that thread
            // will be the one to transition from _doneWriting false to true.  As such, we can
            // freely manipulate _blockedReaders and _waitingReaders without any concurrency concerns.
            ChannelUtilities.FailInteractors <ReaderInteractor <T>, T>(_blockedReaders, error);
            ChannelUtilities.FailInteractors <WriterInteractor <T>, VoidResult>(_blockedWriters, error);
            ChannelUtilities.WakeUpWaiters(ref _waitingReaders, result: false);
            ChannelUtilities.WakeUpWaiters(ref _waitingWriters, result: false);

            // Successfully transitioned to completed.
            return(true);
        }
예제 #5
0
        /// <summary>Dequeues an item, and then fixes up our state around writers and completion.</summary>
        /// <returns>The dequeued item.</returns>
        private T DequeueItemAndPostProcess()
        {
            Debug.Assert(Monitor.IsEntered(SyncObj));

            // Dequeue an item.
            T item = _items.DequeueHead();

            // If we're now empty and we're done writing, complete the channel.
            if (_doneWriting != null && _items.IsEmpty)
            {
                ChannelUtilities.Complete(_completion, _doneWriting);
            }

            // If there are any writers blocked, there's now room for at least one
            // to be promoted to have its item moved into the items queue.  We need
            // to loop while trying to complete the writer in order to find one that
            // hasn't yet been canceled (canceled writers transition to canceled but
            // remain in the physical queue).
            while (!_blockedWriters.IsEmpty)
            {
                WriterInteractor <T> w = _blockedWriters.DequeueHead();
                if (w.Success(default))
예제 #6
0
        private ValueTask <T> ReadAsyncCore(CancellationToken cancellationToken)
        {
            if (cancellationToken.IsCancellationRequested)
            {
                return(new ValueTask <T>(Task.FromCanceled <T>(cancellationToken)));
            }

            lock (SyncObj)
            {
                AssertInvariants();

                // If there are any items, return one.
                T item;
                if (_items.TryDequeue(out item))
                {
                    // Dequeue an item
                    if (_doneWriting != null && _items.IsEmpty)
                    {
                        // If we've now emptied the items queue and we're not getting any more, complete.
                        ChannelUtilities.Complete(_completion, _doneWriting);
                    }

                    return(new ValueTask <T>(item));
                }

                // There are no items, so if we're done writing, fail.
                if (_doneWriting != null)
                {
                    return(ChannelUtilities.GetInvalidCompletionValueTask <T>(_doneWriting));
                }

                // Otherwise, queue the reader.
                ReaderInteractor <T> reader = ReaderInteractor <T> .Create(_runContinuationsAsynchronously, cancellationToken);

                _blockedReaders.EnqueueTail(reader);
                return(new ValueTask <T>(reader.Task));
            }
        }
예제 #7
0
        private bool TryComplete(Exception error = null)
        {
            lock (SyncObj)
            {
                AssertInvariants();

                // Mark the channel as being done. Since there's no buffered data, we can complete immediately.
                if (_completion.Task.IsCompleted)
                {
                    return(false);
                }
                ChannelUtilities.Complete(_completion, error);

                // Fail any blocked readers/writers, as there will be no writers/readers to pair them with.
                ChannelUtilities.FailInteractors <ReaderInteractor <T>, T>(_blockedReaders, ChannelUtilities.CreateInvalidCompletionException(error));
                ChannelUtilities.FailInteractors <WriterInteractor <T>, VoidResult>(_blockedWriters, ChannelUtilities.CreateInvalidCompletionException(error));

                // Let any waiting readers and writers know there won't be any more data
                ChannelUtilities.WakeUpWaiters(ref _waitingReaders, result: false, error: error);
                ChannelUtilities.WakeUpWaiters(ref _waitingWriters, result: false, error: error);
            }

            return(true);
        }
        private bool TryComplete(Exception error = null)
        {
            object blockedReader = null;
            ReaderInteractor <bool> waitingReader = null;
            bool completeTask = false;

            lock (SyncObj)
            {
                // If we're already marked as complete, there's nothing more to do.
                if (_doneWriting != null)
                {
                    return(false);
                }

                // Mark as complete for writing.
                _doneWriting = error ?? ChannelUtilities.DoneWritingSentinel;

                // If we have no more items remaining, then the channel needs to be marked as completed
                // and readers need to be informed they'll never get another item.  All of that needs
                // to happen outside of the lock to avoid invoking continuations under the lock.
                if (_items.IsEmpty)
                {
                    completeTask = true;

                    if (_blockedReader != null)
                    {
                        blockedReader  = _blockedReader;
                        _blockedReader = null;
                    }

                    if (_waitingReader != null)
                    {
                        waitingReader  = _waitingReader;
                        _waitingReader = null;
                    }
                }
            }

            // Complete the channel task if necessary
            if (completeTask)
            {
                ChannelUtilities.Complete(_completion, error);
            }

            Debug.Assert(blockedReader == null || waitingReader == null, "There should only ever be at most one reader.");

            // Complete a blocked reader if necessary
            if (blockedReader != null)
            {
                error = ChannelUtilities.CreateInvalidCompletionException(error);

                ReaderInteractor <T> interactor = blockedReader as ReaderInteractor <T>;
                if (interactor != null)
                {
                    interactor.Fail(error);
                }
                else
                {
                    ((AutoResetAwaiter <T>)blockedReader).SetException(error);
                }
            }

            // Complete a waiting reader if necessary.  (We really shouldn't have both a blockedReader
            // and a waitingReader, but it's more expensive to prevent it than to just tolerate it.)
            if (waitingReader != null)
            {
                if (error != null)
                {
                    waitingReader.Fail(error);
                }
                else
                {
                    waitingReader.Success(false);
                }
            }

            // Successfully completed the channel
            return(true);
        }