public override bool ConnectAsync(TimeSpan timeout, TransportAsyncCallbackArgs callbackArgs)
        {
            AmqpTrace.Provider.AmqpLogOperationInformational(this, TraceOperation.Connect, this.transportSettings);
            TransportInitiator innerInitiator = this.transportSettings.CreateInitiator();
            TransportAsyncCallbackArgs args = new TransportAsyncCallbackArgs();
            args.CompletedCallback = this.OnConnectComplete;
            args.UserToken = callbackArgs;
            callbackArgs.CompletedSynchronously = false;
            this.timeoutHelper = new TimeoutHelper(timeout);
            if (innerInitiator.ConnectAsync(timeout, args))
            {
                return true;
            }

            int currentThread = CurrentThreadId;
            Interlocked.Exchange(ref this.completingThread, currentThread);
            this.OnConnectComplete(args);
            return Interlocked.Exchange(ref this.completingThread, -1) != 0;
        }
示例#2
0
            AcquireContextAsyncResult(InstanceHandle handle, Transaction hostTransaction, TimeSpan timeout, out bool setOperationPending, bool synchronous, AsyncCallback callback, object state)
                : base(callback, state)
            {
                // Need to report back to the caller whether or not we set OperationPending.
                setOperationPending = false;

                this.handle = handle;
                HostTransaction = hostTransaction;
                this.timeoutHelper = new TimeoutHelper(timeout);

                AcquireContextAsyncResult transactionWait;
                bool reuseContext = false;
                lock (this.handle.ThisLock)
                {
                    if (!this.handle.IsValid)
                    {
                        throw Fx.Exception.AsError(new OperationCanceledException(SRCore.HandleFreed));
                    }

                    if (this.handle.OperationPending)
                    {
                        throw Fx.Exception.AsError(new InvalidOperationException(SRCore.CommandExecutionCannotOverlap));
                    }
                    setOperationPending = true;
                    this.handle.OperationPending = true;

                    transactionWait = this.handle.CurrentTransactionalAsyncResult;
                    if (transactionWait != null)
                    {
                        Fx.Assert(this.handle.AcquirePending == null, "Overlapped acquires pending.");

                        // If the transaction matches but is already completed (or completing), the easiest ting to do
                        // is wait for it to complete, then try to re-enlist, and have that failure be the failure mode for Execute.
                        // We do that by following the regular, non-matching transaction path.
                        if (transactionWait.HostTransaction.Equals(hostTransaction) && !this.handle.TooLateToEnlist)
                        {
                            reuseContext = true;
                            this.executionContext = transactionWait.ReuseContext();
                            this.handle.CurrentExecutionContext = this.executionContext;
                        }
                        else
                        {
                            this.handle.AcquirePending = this;
                        }
                    }
                }

                if (transactionWait != null)
                {
                    Fx.Assert(transactionWait.IsCompleted, "Old AsyncResult must be completed by now.");

                    // Reuse the existing InstanceExecutionContext if this is the same transaction we're waiting for.
                    if (reuseContext)
                    {
                        Complete(true);
                        return;
                    }

                    TimeSpan waitTimeout = this.timeoutHelper.RemainingTime();
                    if (synchronous)
                    {
                        if (!transactionWait.WaitForHostTransaction.Wait(waitTimeout))
                        {
                            throw Fx.Exception.AsError(new TimeoutException(InternalSR.TimeoutOnOperation(waitTimeout)));
                        }
                    }
                    else
                    {
                        if (!transactionWait.WaitForHostTransaction.WaitAsync(AcquireContextAsyncResult.onHostTransaction, this, waitTimeout))
                        {
                            return;
                        }
                    }
                }

                if (DoAfterTransaction())
                {
                    Complete(true);
                }
            }
            ExecuteAsyncResult(InstancePersistenceCommand command, TimeSpan timeout, AsyncCallback callback, object state)
                : base(callback, state)
            {
                this.executionStack = new Stack<IEnumerator<InstancePersistenceCommand>>(2);
                this.timeoutHelper = new TimeoutHelper(timeout);

                this.currentExecution = (new List<InstancePersistenceCommand> { command }).GetEnumerator();
            }
示例#4
0
        /// <summary>
        /// Try acquire the lock with long path, this is usually called after the first path in Enter and
        /// TryEnter failed The reason for short path is to make it inline in the run time which improves the
        /// performance. This method assumed that the parameter are validated in Enter or TryEnter method.
        /// </summary>
        /// <param name="millisecondsTimeout">The timeout milliseconds</param>
        /// <param name="lockTaken">The lockTaken param</param>
        private void ContinueTryEnter(int millisecondsTimeout, ref bool lockTaken)
        {
            // The fast path doesn't throw any exception, so we have to validate the parameters here
            if (lockTaken)
            {
                lockTaken = false;
                throw new ArgumentException(SR.SpinLock_TryReliableEnter_ArgumentException);
            }

            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(
                          nameof(millisecondsTimeout), millisecondsTimeout, SR.SpinLock_TryEnter_ArgumentOutOfRange);
            }

            uint startTime = 0;

            if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout != 0)
            {
                startTime = TimeoutHelper.GetTime();
            }

            if (IsThreadOwnerTrackingEnabled)
            {
                // Slow path for enabled thread tracking mode
                ContinueTryEnterWithThreadTracking(millisecondsTimeout, startTime, ref lockTaken);
                return;
            }

            // then thread tracking is disabled
            // In this case there are three ways to acquire the lock
            // 1- the first way the thread either tries to get the lock if it's free or updates the waiters, if the turn >= the processors count then go to 3 else go to 2
            // 2- In this step the waiter threads spins and tries to acquire the lock, the number of spin iterations and spin count is dependent on the thread turn
            // the late the thread arrives the more it spins and less frequent it check the lock availability
            // Also the spins count is increases each iteration
            // If the spins iterations finished and failed to acquire the lock, go to step 3
            // 3- This is the yielding step, there are two ways of yielding Thread.Yield and Sleep(1)
            // If the timeout is expired in after step 1, we need to decrement the waiters count before returning

            int observedOwner;
            int turn = int.MaxValue;

            // ***Step 1, take the lock or update the waiters

            // try to acquire the lock directly if possible or update the waiters count
            observedOwner = _owner;
            if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)
            {
                if (CompareExchange(ref _owner, observedOwner | 1, observedOwner, ref lockTaken) == observedOwner)
                {
                    // Acquired lock
                    return;
                }

                if (millisecondsTimeout == 0)
                {
                    // Did not acquire lock in CompareExchange and timeout is 0 so fail fast
                    return;
                }
            }
            else if (millisecondsTimeout == 0)
            {
                // Did not acquire lock as owned and timeout is 0 so fail fast
                return;
            }
            else // failed to acquire the lock, then try to update the waiters. If the waiters count reached the maximum, just break the loop to avoid overflow
            {
                if ((observedOwner & WAITERS_MASK) != MAXIMUM_WAITERS)
                {
                    // This can still overflow, but maybe there will never be that many waiters
                    turn = (Interlocked.Add(ref _owner, 2) & WAITERS_MASK) >> 1;
                }
            }

            // lock acquired failed and waiters updated

            // *** Step 2, Spinning and Yielding
            var spinner = new SpinWait();

            if (turn > PlatformHelper.ProcessorCount)
            {
                spinner.Count = SpinWait.YieldThreshold;
            }
            while (true)
            {
                spinner.SpinOnce(SLEEP_ONE_FREQUENCY);

                observedOwner = _owner;
                if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)
                {
                    int newOwner = (observedOwner & WAITERS_MASK) == 0 ? // Gets the number of waiters, if zero
                                   observedOwner | 1                     // don't decrement it. just set the lock bit, it is zero because a previous call of Exit(false) which corrupted the waiters
                           : (observedOwner - 2) | 1;                    // otherwise decrement the waiters and set the lock bit
                    Debug.Assert((newOwner & WAITERS_MASK) >= 0);

                    if (CompareExchange(ref _owner, newOwner, observedOwner, ref lockTaken) == observedOwner)
                    {
                        return;
                    }
                }

                if (spinner.Count % TIMEOUT_CHECK_FREQUENCY == 0)
                {
                    // Check the timeout.
                    if (millisecondsTimeout != Timeout.Infinite && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0)
                    {
                        DecrementWaiters();
                        return;
                    }
                }
            }
        }
示例#5
0
        /// <summary>
        /// Blocks the current thread until it can enter the <see cref="SemaphoreSlim"/>,
        /// using a 32-bit signed integer to measure the time interval,
        /// while observing a <see cref="T:System.Threading.CancellationToken"/>.
        /// </summary>
        /// <param name="millisecondsTimeout">The number of milliseconds to wait, or <see cref="Timeout.Infinite"/>(-1) to
        /// wait indefinitely.</param>
        /// <param name="cancellationToken">The <see cref="T:System.Threading.CancellationToken"/> to observe.</param>
        /// <returns>true if the current thread successfully entered the <see cref="SemaphoreSlim"/>; otherwise, false.</returns>
        /// <exception cref="ArgumentOutOfRangeException"><paramref name="millisecondsTimeout"/> is a negative number other than -1,
        /// which represents an infinite time-out.</exception>
        /// <exception cref="System.OperationCanceledException"><paramref name="cancellationToken"/> was canceled.</exception>
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            CheckDispose();

            // Validate input
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(
                          nameof(millisecondsTimeout), millisecondsTimeout, SR.SemaphoreSlim_Wait_TimeoutWrong);
            }

            cancellationToken.ThrowIfCancellationRequested();

            // Perf: Check the stack timeout parameter before checking the volatile count
            if (millisecondsTimeout == 0 && m_currentCount == 0)
            {
                // Pessimistic fail fast, check volatile count outside lock (only when timeout is zero!)
                return(false);
            }

            uint startTime = 0;

            if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout > 0)
            {
                startTime = TimeoutHelper.GetTime();
            }

            bool        waitSuccessful = false;
            Task <bool> asyncWaitTask  = null;
            bool        lockTaken      = false;

            //Register for cancellation outside of the main lock.
            //NOTE: Register/deregister inside the lock can deadlock as different lock acquisition orders could
            //      occur for (1)this.m_lockObj and (2)cts.internalLock
            CancellationTokenRegistration cancellationTokenRegistration = cancellationToken.InternalRegisterWithoutEC(s_cancellationTokenCanceledEventHandler, this);

            try
            {
                // Perf: first spin wait for the count to be positive, but only up to the first planned yield.
                //       This additional amount of spinwaiting in addition
                //       to Monitor.Enter()’s spinwaiting has shown measurable perf gains in test scenarios.
                //
                SpinWait spin = new SpinWait();
                while (m_currentCount == 0 && !spin.NextSpinWillYield)
                {
                    spin.SpinOnce();
                }
                // entering the lock and incrementing waiters must not suffer a thread-abort, else we cannot
                // clean up m_waitCount correctly, which may lead to deadlock due to non-woken waiters.
                try { }
                finally
                {
                    m_lock.Acquire();
                    lockTaken = true;
                    if (lockTaken)
                    {
                        m_waitCount++;
                    }
                }

                // If there are any async waiters, for fairness we'll get in line behind
                // then by translating our synchronous wait into an asynchronous one that we
                // then block on (once we've released the lock).
                if (m_asyncHead != null)
                {
                    Debug.Assert(m_asyncTail != null, "tail should not be null if head isn't");
                    asyncWaitTask = WaitAsync(millisecondsTimeout, cancellationToken);
                }
                // There are no async waiters, so we can proceed with normal synchronous waiting.
                else
                {
                    // If the count > 0 we are good to move on.
                    // If not, then wait if we were given allowed some wait duration

                    OperationCanceledException oce = null;

                    if (m_currentCount == 0)
                    {
                        if (millisecondsTimeout == 0)
                        {
                            return(false);
                        }

                        // Prepare for the main wait...
                        // wait until the count become greater than zero or the timeout is expired
                        try
                        {
                            waitSuccessful = WaitUntilCountOrTimeout(millisecondsTimeout, startTime, cancellationToken);
                        }
                        catch (OperationCanceledException e) { oce = e; }
                    }

                    // Now try to acquire.  We prioritize acquisition over cancellation/timeout so that we don't
                    // lose any counts when there are asynchronous waiters in the mix.  Asynchronous waiters
                    // defer to synchronous waiters in priority, which means that if it's possible an asynchronous
                    // waiter didn't get released because a synchronous waiter was present, we need to ensure
                    // that synchronous waiter succeeds so that they have a chance to release.
                    Debug.Assert(!waitSuccessful || m_currentCount > 0,
                                 "If the wait was successful, there should be count available.");
                    if (m_currentCount > 0)
                    {
                        waitSuccessful = true;
                        m_currentCount--;
                    }
                    else if (oce != null)
                    {
                        throw oce;
                    }

                    // Exposing wait handle which is lazily initialized if needed
                    if (m_waitHandle != null && m_currentCount == 0)
                    {
                        m_waitHandle.Reset();
                    }
                }
            }
            finally
            {
                // Release the lock
                if (lockTaken)
                {
                    m_waitCount--;
                    m_lock.Release();
                }

                // Unregister the cancellation callback.
                cancellationTokenRegistration.Dispose();
            }

            // If we had to fall back to asynchronous waiting, block on it
            // here now that we've released the lock, and return its
            // result when available.  Otherwise, this was a synchronous
            // wait, and whether we successfully acquired the semaphore is
            // stored in waitSuccessful.

            return((asyncWaitTask != null) ? asyncWaitTask.GetAwaiter().GetResult() : waitSuccessful);
        }
示例#6
0
        /// <summary>
        /// Blocks the current thread until the current <see cref="ManualResetEventSlim"/> is set, using a
        /// 32-bit signed integer to measure the time interval, while observing a <see
        /// cref="T:System.Threading.CancellationToken"/>.
        /// </summary>
        /// <param name="millisecondsTimeout">The number of milliseconds to wait, or <see
        /// cref="Timeout.Infinite"/>(-1) to wait indefinitely.</param>
        /// <param name="cancellationToken">The <see cref="T:System.Threading.CancellationToken"/> to
        /// observe.</param>
        /// <returns>true if the <see cref="System.Threading.ManualResetEventSlim"/> was set; otherwise,
        /// false.</returns>
        /// <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="millisecondsTimeout"/> is a
        /// negative number other than -1, which represents an infinite time-out.</exception>
        /// <exception cref="T:System.InvalidOperationException">
        /// The maximum number of waiters has been exceeded.
        /// </exception>
        /// <exception cref="T:System.Threading.OperationCanceledException"><paramref
        /// name="cancellationToken"/> was canceled.</exception>
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            ThrowIfDisposed();
            cancellationToken.ThrowIfCancellationRequested(); // an early convenience check

            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(nameof(millisecondsTimeout));
            }

            if (!IsSet)
            {
                if (millisecondsTimeout == 0)
                {
                    // For 0-timeouts, we just return immediately.
                    return(false);
                }


                // We spin briefly before falling back to allocating and/or waiting on a true event.
                uint startTime = 0;
                bool bNeedTimeoutAdjustment  = false;
                int  realMillisecondsTimeout = millisecondsTimeout; //this will be adjusted if necessary.

                if (millisecondsTimeout != Timeout.Infinite)
                {
                    // We will account for time spent spinning, so that we can decrement it from our
                    // timeout.  In most cases the time spent in this section will be negligible.  But
                    // we can't discount the possibility of our thread being switched out for a lengthy
                    // period of time.  The timeout adjustments only take effect when and if we actually
                    // decide to block in the kernel below.

                    startTime = TimeoutHelper.GetTime();
                    bNeedTimeoutAdjustment = true;
                }

                // Spin
                int spinCount = SpinCount;
                var spinner   = new SpinWait();
                while (spinner.Count < spinCount)
                {
                    spinner.SpinOnce(sleep1Threshold: -1);

                    if (IsSet)
                    {
                        return(true);
                    }

                    if (spinner.Count >= 100 && spinner.Count % 10 == 0) // check the cancellation token if the user passed a very large spin count
                    {
                        cancellationToken.ThrowIfCancellationRequested();
                    }
                }

                // Now enter the lock and wait.
                EnsureLockObjectCreated();

                // We must register and unregister the token outside of the lock, to avoid deadlocks.
                using (cancellationToken.UnsafeRegister(s_cancellationTokenCallback, this))
                {
                    lock (m_lock)
                    {
                        // Loop to cope with spurious wakeups from other waits being canceled
                        while (!IsSet)
                        {
                            // If our token was canceled, we must throw and exit.
                            cancellationToken.ThrowIfCancellationRequested();

                            //update timeout (delays in wait commencement are due to spinning and/or spurious wakeups from other waits being canceled)
                            if (bNeedTimeoutAdjustment)
                            {
                                realMillisecondsTimeout = TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout);
                                if (realMillisecondsTimeout <= 0)
                                {
                                    return(false);
                                }
                            }

                            // There is a race condition that Set will fail to see that there are waiters as Set does not take the lock,
                            // so after updating waiters, we must check IsSet again.
                            // Also, we must ensure there cannot be any reordering of the assignment to Waiters and the
                            // read from IsSet.  This is guaranteed as Waiters{set;} involves an Interlocked.CompareExchange
                            // operation which provides a full memory barrier.
                            // If we see IsSet=false, then we are guaranteed that Set() will see that we are
                            // waiting and will pulse the monitor correctly.

                            Waiters = Waiters + 1;

                            if (IsSet)     //This check must occur after updating Waiters.
                            {
                                Waiters--; //revert the increment.
                                return(true);
                            }

                            // Now finally perform the wait.
                            try
                            {
                                // ** the actual wait **
                                if (!Monitor.Wait(m_lock, realMillisecondsTimeout))
                                {
                                    return(false); //return immediately if the timeout has expired.
                                }
                            }
                            finally
                            {
                                // Clean up: we're done waiting.
                                Waiters = Waiters - 1;
                            }
                            // Now just loop back around, and the right thing will happen.  Either:
                            //     1. We had a spurious wake-up due to some other wait being canceled via a different cancellationToken (rewait)
                            // or  2. the wait was successful. (the loop will break)
                        }
                    }
                }
            } // automatically disposes (and unregisters) the callback

            return(true); //done. The wait was satisfied.
        }
 public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
 {
     this.ThrowIfDisposed();
     cancellationToken.ThrowIfCancellationRequested();
     if (millisecondsTimeout < -1)
     {
         throw new ArgumentOutOfRangeException("millisecondsTimeout");
     }
     if (!this.IsSet)
     {
         if (millisecondsTimeout == 0)
         {
             return(false);
         }
         uint startTime = 0U;
         bool flag      = false;
         int  num       = millisecondsTimeout;
         if (millisecondsTimeout != -1)
         {
             startTime = TimeoutHelper.GetTime();
             flag      = true;
         }
         int num2      = 10;
         int num3      = 5;
         int num4      = 20;
         int spinCount = this.SpinCount;
         for (int i = 0; i < spinCount; i++)
         {
             if (this.IsSet)
             {
                 return(true);
             }
             if (i < num2)
             {
                 if (i == num2 / 2)
                 {
                     Thread.Yield();
                 }
                 else
                 {
                     Thread.SpinWait(4 << i);
                 }
             }
             else if (i % num4 == 0)
             {
                 Thread.Sleep(1);
             }
             else if (i % num3 == 0)
             {
                 Thread.Sleep(0);
             }
             else
             {
                 Thread.Yield();
             }
             if (i >= 100 && i % 10 == 0)
             {
                 cancellationToken.ThrowIfCancellationRequested();
             }
         }
         this.EnsureLockObjectCreated();
         using (cancellationToken.InternalRegisterWithoutEC(ManualResetEventSlim.s_cancellationTokenCallback, this))
         {
             object @lock = this.m_lock;
             lock (@lock)
             {
                 while (!this.IsSet)
                 {
                     cancellationToken.ThrowIfCancellationRequested();
                     if (flag)
                     {
                         num = TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout);
                         if (num <= 0)
                         {
                             return(false);
                         }
                     }
                     this.Waiters++;
                     if (this.IsSet)
                     {
                         int waiters = this.Waiters;
                         this.Waiters = waiters - 1;
                         return(true);
                     }
                     try
                     {
                         if (!Monitor.Wait(this.m_lock, num))
                         {
                             return(false);
                         }
                     }
                     finally
                     {
                         this.Waiters--;
                     }
                 }
             }
         }
         return(true);
     }
     return(true);
 }
示例#8
0
        /// <summary>
        /// Try acquire the lock with long path, this is usually called after the first path in Enter and
        /// TryEnter failed The reason for short path is to make it inline in the run time which improves the
        /// performance. This method assumed that the parameter are validated in Enter ir TryENter method
        /// </summary>
        /// <param name="millisecondsTimeout">The timeout milliseconds</param>
        /// <param name="lockTaken">The lockTaken param</param>
        private void ContinueTryEnter(int millisecondsTimeout, ref bool lockTaken)
        {
            // The fast path doesn't throw any exception, so we have to validate the parameters here
            if (lockTaken)
            {
                lockTaken = false;
                throw new System.ArgumentException(SR.SpinLock_TryReliableEnter_ArgumentException);
            }

            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException2(
                          nameof(millisecondsTimeout), millisecondsTimeout, SR.SpinLock_TryEnter_ArgumentOutOfRange);
            }

            uint startTime = 0;

            if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout != 0)
            {
                startTime = TimeoutHelper.GetTime();
            }

            //if (SpinLockTrace.Enabled)
            //{
            //    SpinLockTrace.SpinLock_FastPathFailed(m_owner);
            //}

            if (IsThreadOwnerTrackingEnabled)
            {
                // Slow path for enabled thread tracking mode
                ContinueTryEnterWithThreadTracking(millisecondsTimeout, startTime, ref lockTaken);
                return;
            }

            // then thread tracking is disabled
            // In this case there are three ways to acquire the lock
            // 1- the first way the thread either tries to get the lock if it's free or updates the waiters, if the turn >= the processors count then go to 3 else go to 2
            // 2- In this step the waiter threads spins and tries to acquire the lock, the number of spin iterations and spin count is dependent on the thread turn
            // the late the thread arrives the more it spins and less frequent it check the lock avilability
            // Also the spins count is increases each iteration
            // If the spins iterations finished and failed to acquire the lock, go to step 3
            // 3- This is the yielding step, there are two ways of yielding Thread.Yield and Sleep(1)
            // If the timeout is expired in after step 1, we need to decrement the waiters count before returning

            int observedOwner;
            int turn = int.MaxValue;

            //***Step 1, take the lock or update the waiters

            // try to acquire the lock directly if possible or update the waiters count
            observedOwner = m_owner;
            if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)
            {
                if (CompareExchange(ref m_owner, observedOwner | 1, observedOwner, ref lockTaken) == observedOwner)
                {
                    // Aquired lock
                    return;
                }

                if (millisecondsTimeout == 0)
                {
                    // Did not aquire lock in CompareExchange and timeout is 0 so fail fast
                    return;
                }
            }
            else if (millisecondsTimeout == 0)
            {
                // Did not aquire lock as owned and timeout is 0 so fail fast
                return;
            }
            else //failed to acquire the lock,then try to update the waiters. If the waiters count reached the maximum, jsut break the loop to avoid overflow
            {
                if ((observedOwner & WAITERS_MASK) != MAXIMUM_WAITERS)
                {
                    turn = (Interlocked2.Add(ref m_owner, 2) & WAITERS_MASK) >> 1;
                }
            }

            //***Step 2. Spinning
            //lock acquired failed and waiters updated
            int processorCount = PlatformHelper.ProcessorCount;

            if (turn < processorCount)
            {
                int processFactor = 1;
                for (int i = 1; i <= turn * SPINNING_FACTOR; i++)
                {
                    //RuntimeThread.SpinWait((turn + i) * SPINNING_FACTOR * processFactor);
                    Thread.Sleep(0);
                    if (processFactor < processorCount)
                    {
                        processFactor++;
                    }
                    observedOwner = m_owner;
                    if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)
                    {
                        int newOwner = (observedOwner & WAITERS_MASK) == 0 ? // Gets the number of waiters, if zero
                                       observedOwner | 1                     // don't decrement it. just set the lock bit, it is zzero because a previous call of Exit(false) ehich corrupted the waiters
                            : (observedOwner - 2) | 1;                       // otherwise decrement the waiters and set the lock bit
                        Debug.Assert((newOwner & WAITERS_MASK) >= 0);

                        if (CompareExchange(ref m_owner, newOwner, observedOwner, ref lockTaken) == observedOwner)
                        {
                            return;
                        }
                    }
                }

                // Check the timeout.
                if (millisecondsTimeout != Timeout.Infinite && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0)
                {
                    DecrementWaiters();
                    return;
                }
            }

            //*** Step 3, Yielding
            //Sleep(1) every 50 yields
            int yieldsoFar = 0;

            while (true)
            {
                observedOwner = m_owner;
                if ((observedOwner & LOCK_ANONYMOUS_OWNED) == LOCK_UNOWNED)
                {
                    int newOwner = (observedOwner & WAITERS_MASK) == 0 ? // Gets the number of waiters, if zero
                                   observedOwner | 1                     // don't decrement it. just set the lock bit, it is zzero because a previous call of Exit(false) ehich corrupted the waiters
                           : (observedOwner - 2) | 1;                    // otherwise decrement the waiters and set the lock bit
                    Debug.Assert((newOwner & WAITERS_MASK) >= 0);

                    if (CompareExchange(ref m_owner, newOwner, observedOwner, ref lockTaken) == observedOwner)
                    {
                        return;
                    }
                }

                if (yieldsoFar % SLEEP_ONE_FREQUENCY == 0)
                {
                    //RuntimeThread.Sleep(1);
                    Thread.Sleep(1);
                }
                else if (yieldsoFar % SLEEP_ZERO_FREQUENCY == 0)
                {
                    //RuntimeThread.Sleep(0);
                    Thread.Sleep(0);
                }
                else
                {
                    //RuntimeThread.Yield();
                    Thread.Sleep(0);
                }

                if (yieldsoFar % TIMEOUT_CHECK_FREQUENCY == 0)
                {
                    //Check the timeout.
                    if (millisecondsTimeout != Timeout.Infinite && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0)
                    {
                        DecrementWaiters();
                        return;
                    }
                }

                yieldsoFar++;
            }
        }
示例#9
0
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            this.CheckDispose();
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException("totalMilliSeconds", (object)millisecondsTimeout, SemaphoreSlim.GetResourceString("SemaphoreSlim_Wait_TimeoutWrong"));
            }
            cancellationToken.ThrowIfCancellationRequested();
            uint startTime = 0;

            if (millisecondsTimeout != -1 && millisecondsTimeout > 0)
            {
                startTime = TimeoutHelper.GetTime();
            }
            bool        flag      = false;
            Task <bool> task      = (Task <bool>)null;
            bool        lockTaken = false;
            CancellationTokenRegistration tokenRegistration = cancellationToken.InternalRegisterWithoutEC(SemaphoreSlim.s_cancellationTokenCanceledEventHandler, (object)this);

            try
            {
                SpinWait spinWait = new SpinWait();
                while (this.m_currentCount == 0 && !spinWait.NextSpinWillYield)
                {
                    spinWait.SpinOnce();
                }
                try
                {
                }
                finally
                {
                    Monitor.Enter(this.m_lockObj, ref lockTaken);
                    if (lockTaken)
                    {
                        this.m_waitCount = this.m_waitCount + 1;
                    }
                }
                if (this.m_asyncHead != null)
                {
                    task = this.WaitAsync(millisecondsTimeout, cancellationToken);
                }
                else
                {
                    OperationCanceledException canceledException = (OperationCanceledException)null;
                    if (this.m_currentCount == 0)
                    {
                        if (millisecondsTimeout == 0)
                        {
                            return(false);
                        }
                        try
                        {
                            flag = this.WaitUntilCountOrTimeout(millisecondsTimeout, startTime, cancellationToken);
                        }
                        catch (OperationCanceledException ex)
                        {
                            canceledException = ex;
                        }
                    }
                    if (this.m_currentCount > 0)
                    {
                        flag = true;
                        this.m_currentCount = this.m_currentCount - 1;
                    }
                    else if (canceledException != null)
                    {
                        throw canceledException;
                    }
                    if (this.m_waitHandle != null)
                    {
                        if (this.m_currentCount == 0)
                        {
                            this.m_waitHandle.Reset();
                        }
                    }
                }
            }
            finally
            {
                if (lockTaken)
                {
                    this.m_waitCount = this.m_waitCount - 1;
                    Monitor.Exit(this.m_lockObj);
                }
                tokenRegistration.Dispose();
            }
            if (task == null)
            {
                return(flag);
            }
            return(task.GetAwaiter().GetResult());
        }
        public static bool SpinUntil(Func <bool> condition, int millisecondsTimeout)
        {
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException("millisecondsTimeout", millisecondsTimeout, Environment.GetResourceString("SpinWait_SpinUntil_TimeoutWrong"));
            }
            if (condition == null)
            {
                throw new ArgumentNullException("condition", Environment.GetResourceString("SpinWait_SpinUntil_ArgumentNull"));
            }
            uint num = 0U;

            if (millisecondsTimeout != 0 && millisecondsTimeout != -1)
            {
                num = TimeoutHelper.GetTime();
            }
            SpinWait spinWait = default(SpinWait);

            while (!condition())
            {
                if (millisecondsTimeout == 0)
                {
                    return(false);
                }
                spinWait.SpinOnce();
                if (millisecondsTimeout != -1 && spinWait.NextSpinWillYield && (long)millisecondsTimeout <= (long)((ulong)(TimeoutHelper.GetTime() - num)))
                {
                    return(false);
                }
            }
            return(true);
        }
示例#11
0
        public bool Wait(int millisecondsTimeout, CancellationToken cancellationToken)
        {
            CheckDispose();

            // Validate input
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException(
                          nameof(millisecondsTimeout), millisecondsTimeout, SR.SemaphoreSlim_Wait_TimeoutWrong);
            }

            cancellationToken.ThrowIfCancellationRequested();

            // Perf: Check the stack timeout parameter before checking the volatile count
            if (millisecondsTimeout == 0 && m_currentCount == 0)
            {
                // Pessimistic fail fast, check volatile count outside lock (only when timeout is zero!)
                return(false);
            }

            uint startTime = 0;

            if (millisecondsTimeout != Timeout.Infinite && millisecondsTimeout > 0)
            {
                startTime = TimeoutHelper.GetTime();
            }

            bool        waitSuccessful = false;
            Task <bool>?asyncWaitTask  = null;
            bool        lockTaken      = false;

            // Register for cancellation outside of the main lock.
            // NOTE: Register/unregister inside the lock can deadlock as different lock acquisition orders could
            //      occur for (1)this.m_lockObjAndDisposed and (2)cts.internalLock
            CancellationTokenRegistration cancellationTokenRegistration = cancellationToken.UnsafeRegister(s_cancellationTokenCanceledEventHandler, this);

            try
            {
                // Perf: first spin wait for the count to be positive.
                // This additional amount of spinwaiting in addition
                // to Monitor.Enter()'s spinwaiting has shown measurable perf gains in test scenarios.
                if (m_currentCount == 0)
                {
                    // Monitor.Enter followed by Monitor.Wait is much more expensive than waiting on an event as it involves another
                    // spin, contention, etc. The usual number of spin iterations that would otherwise be used here is increased to
                    // lessen that extra expense of doing a proper wait.
                    int spinCount = SpinWait.SpinCountforSpinBeforeWait * 4;

                    SpinWait spinner = default;
                    while (spinner.Count < spinCount)
                    {
                        spinner.SpinOnce(sleep1Threshold: -1);

                        if (m_currentCount != 0)
                        {
                            break;
                        }
                    }
                }
                Monitor.Enter(m_lockObjAndDisposed, ref lockTaken);
                m_waitCount++;

                // If there are any async waiters, for fairness we'll get in line behind
                // then by translating our synchronous wait into an asynchronous one that we
                // then block on (once we've released the lock).
                if (m_asyncHead != null)
                {
                    Debug.Assert(m_asyncTail != null, "tail should not be null if head isn't");
                    asyncWaitTask = WaitAsync(millisecondsTimeout, cancellationToken);
                }
                // There are no async waiters, so we can proceed with normal synchronous waiting.
                else
                {
                    // If the count > 0 we are good to move on.
                    // If not, then wait if we were given allowed some wait duration

                    OperationCanceledException?oce = null;

                    if (m_currentCount == 0)
                    {
                        if (millisecondsTimeout == 0)
                        {
                            return(false);
                        }

                        // Prepare for the main wait...
                        // wait until the count become greater than zero or the timeout is expired
                        try
                        {
                            waitSuccessful = WaitUntilCountOrTimeout(millisecondsTimeout, startTime, cancellationToken);
                        }
                        catch (OperationCanceledException e) { oce = e; }
                    }

                    // Now try to acquire.  We prioritize acquisition over cancellation/timeout so that we don't
                    // lose any counts when there are asynchronous waiters in the mix.  Asynchronous waiters
                    // defer to synchronous waiters in priority, which means that if it's possible an asynchronous
                    // waiter didn't get released because a synchronous waiter was present, we need to ensure
                    // that synchronous waiter succeeds so that they have a chance to release.
                    Debug.Assert(!waitSuccessful || m_currentCount > 0,
                                 "If the wait was successful, there should be count available.");
                    if (m_currentCount > 0)
                    {
                        waitSuccessful = true;
                        m_currentCount--;
                    }
                    else if (oce != null)
                    {
                        throw oce;
                    }

                    // Exposing wait handle which is lazily initialized if needed
                    if (m_waitHandle != null && m_currentCount == 0)
                    {
                        m_waitHandle.Reset();
                    }
                }
            }
            finally
            {
                // Release the lock
                if (lockTaken)
                {
                    m_waitCount--;
                    Monitor.Exit(m_lockObjAndDisposed);
                }

                // Unregister the cancellation callback.
                cancellationTokenRegistration.Dispose();
            }

            // If we had to fall back to asynchronous waiting, block on it
            // here now that we've released the lock, and return its
            // result when available.  Otherwise, this was a synchronous
            // wait, and whether we successfully acquired the semaphore is
            // stored in waitSuccessful.

            return((asyncWaitTask != null) ? asyncWaitTask.GetAwaiter().GetResult() : waitSuccessful);
        }
        // Token: 0x06003D91 RID: 15761 RVA: 0x000E49DC File Offset: 0x000E2BDC
        private void ContinueTryEnter(int millisecondsTimeout, ref bool lockTaken)
        {
            Thread.EndCriticalRegion();
            if (lockTaken)
            {
                lockTaken = false;
                throw new ArgumentException(Environment.GetResourceString("SpinLock_TryReliableEnter_ArgumentException"));
            }
            if (millisecondsTimeout < -1)
            {
                throw new ArgumentOutOfRangeException("millisecondsTimeout", millisecondsTimeout, Environment.GetResourceString("SpinLock_TryEnter_ArgumentOutOfRange"));
            }
            uint startTime = 0U;

            if (millisecondsTimeout != -1 && millisecondsTimeout != 0)
            {
                startTime = TimeoutHelper.GetTime();
            }
            if (CdsSyncEtwBCLProvider.Log.IsEnabled())
            {
                CdsSyncEtwBCLProvider.Log.SpinLock_FastPathFailed(this.m_owner);
            }
            if (this.IsThreadOwnerTrackingEnabled)
            {
                this.ContinueTryEnterWithThreadTracking(millisecondsTimeout, startTime, ref lockTaken);
                return;
            }
            int num   = int.MaxValue;
            int owner = this.m_owner;

            if ((owner & 1) == 0)
            {
                Thread.BeginCriticalRegion();
                if (Interlocked.CompareExchange(ref this.m_owner, owner | 1, owner, ref lockTaken) == owner)
                {
                    return;
                }
                Thread.EndCriticalRegion();
            }
            else if ((owner & 2147483646) != SpinLock.MAXIMUM_WAITERS)
            {
                num = (Interlocked.Add(ref this.m_owner, 2) & 2147483646) >> 1;
            }
            if (millisecondsTimeout == 0 || (millisecondsTimeout != -1 && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0))
            {
                this.DecrementWaiters();
                return;
            }
            int processorCount = PlatformHelper.ProcessorCount;

            if (num < processorCount)
            {
                int num2 = 1;
                for (int i = 1; i <= num * 100; i++)
                {
                    Thread.SpinWait((num + i) * 100 * num2);
                    if (num2 < processorCount)
                    {
                        num2++;
                    }
                    owner = this.m_owner;
                    if ((owner & 1) == 0)
                    {
                        Thread.BeginCriticalRegion();
                        int value = ((owner & 2147483646) == 0) ? (owner | 1) : (owner - 2 | 1);
                        if (Interlocked.CompareExchange(ref this.m_owner, value, owner, ref lockTaken) == owner)
                        {
                            return;
                        }
                        Thread.EndCriticalRegion();
                    }
                }
            }
            if (millisecondsTimeout != -1 && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0)
            {
                this.DecrementWaiters();
                return;
            }
            int num3 = 0;

            for (;;)
            {
                owner = this.m_owner;
                if ((owner & 1) == 0)
                {
                    Thread.BeginCriticalRegion();
                    int value2 = ((owner & 2147483646) == 0) ? (owner | 1) : (owner - 2 | 1);
                    if (Interlocked.CompareExchange(ref this.m_owner, value2, owner, ref lockTaken) == owner)
                    {
                        break;
                    }
                    Thread.EndCriticalRegion();
                }
                if (num3 % 40 == 0)
                {
                    Thread.Sleep(1);
                }
                else if (num3 % 10 == 0)
                {
                    Thread.Sleep(0);
                }
                else
                {
                    Thread.Yield();
                }
                if (num3 % 10 == 0 && millisecondsTimeout != -1 && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0)
                {
                    goto Block_26;
                }
                num3++;
            }
            return;

Block_26:
            this.DecrementWaiters();
        }
        // Token: 0x06003D93 RID: 15763 RVA: 0x000E4C34 File Offset: 0x000E2E34
        private void ContinueTryEnterWithThreadTracking(int millisecondsTimeout, uint startTime, ref bool lockTaken)
        {
            int num             = 0;
            int managedThreadId = Thread.CurrentThread.ManagedThreadId;

            if (this.m_owner == managedThreadId)
            {
                throw new LockRecursionException(Environment.GetResourceString("SpinLock_TryEnter_LockRecursionException"));
            }
            SpinWait spinWait = default(SpinWait);

            for (;;)
            {
                spinWait.SpinOnce();
                if (this.m_owner == num)
                {
                    Thread.BeginCriticalRegion();
                    if (Interlocked.CompareExchange(ref this.m_owner, managedThreadId, num, ref lockTaken) == num)
                    {
                        break;
                    }
                    Thread.EndCriticalRegion();
                }
                if (millisecondsTimeout == 0 || (millisecondsTimeout != -1 && spinWait.NextSpinWillYield && TimeoutHelper.UpdateTimeOut(startTime, millisecondsTimeout) <= 0))
                {
                    return;
                }
            }
        }