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/* ****************************************************************************
*
* Copyright (c) Microsoft Corporation.
*
* This source code is subject to terms and conditions of the Microsoft Public License. A
* copy of the license can be found in the License.html file at the root of this distribution. If
* you cannot locate the Microsoft Public License, please send an email to
* dlr@microsoft.com. By using this source code in any fashion, you are agreeing to be bound
* by the terms of the Microsoft Public License.
*
* You must not remove this notice, or any other, from this software.
*
*
* ***************************************************************************/
using System;
using System.Collections.Generic;
using System.Threading;
using System.Diagnostics;
namespace Microsoft.Scripting.Utils {
/// <summary>
/// Provides fast strongly typed thread local storage. This is significantly faster than
/// Thread.GetData/SetData.
/// </summary>
public class ThreadLocal<T> {
private StorageInfo[] _stores; // array of storage indexed by managed thread ID
private static readonly StorageInfo[] Updating = new StorageInfo[0]; // a marker used when updating the array
private readonly bool _refCounted;
public ThreadLocal() {
}
/// <summary>
/// True if the caller will guarantee that all cleanup happens as the thread
/// unwinds.
///
/// This is typically used in a case where the thread local is surrounded by
/// a try/finally block. The try block pushes some state, the finally block
/// restores the previous state. Therefore when the thread exits the thread
/// local is back to it's original state. This allows the ThreadLocal object
/// to not check the current owning thread on retrieval.
/// </summary>
public ThreadLocal(bool refCounted) {
_refCounted = refCounted;
}
#region Public API
/// <summary>
/// Gets or sets the value for the current thread.
/// </summary>
public T Value {
get {
return GetStorageInfo().Value;
}
set {
GetStorageInfo().Value = value;
}
}
/// <summary>
/// Gets the current value if its not == null or calls the provided function
/// to create a new value.
/// </summary>
public T GetOrCreate(Func<T> func) {
Assert.NotNull(func);
StorageInfo si = GetStorageInfo();
T res = si.Value;
if (res == null) {
si.Value = res = func();
}
return res;
}
/// <summary>
/// Calls the provided update function with the current value and
/// replaces the current value with the result of the function.
/// </summary>
public T Update(Func<T, T> updater) {
Assert.NotNull(updater);
StorageInfo si = GetStorageInfo();
return si.Value = updater(si.Value);
}
/// <summary>
/// Replaces the current value with a new one and returns the old value.
/// </summary>
public T Update(T newValue) {
StorageInfo si = GetStorageInfo();
var oldValue = si.Value;
si.Value = newValue;
return oldValue;
}
#endregion
#region Storage implementation
/// <summary>
/// Gets the StorageInfo for the current thread.
/// </summary>
private StorageInfo GetStorageInfo() {
return GetStorageInfo(_stores);
}
private StorageInfo GetStorageInfo(StorageInfo[] curStorage) {
int threadId = Thread.CurrentThread.ManagedThreadId;
// fast path if we already have a value in the array
if (curStorage != null && curStorage.Length > threadId) {
StorageInfo res = curStorage[threadId];
if (res != null && (_refCounted || res.Thread == Thread.CurrentThread)) {
return res;
}
}
return RetryOrCreateStorageInfo(curStorage);
}
/// <summary>
/// Called when the fast path storage lookup fails. if we encountered the Empty storage
/// during the initial fast check then spin until we hit non-empty storage and try the fast
/// path again.
/// </summary>
private StorageInfo RetryOrCreateStorageInfo(StorageInfo[] curStorage) {
if (curStorage == Updating) {
// we need to retry
while ((curStorage = _stores) == Updating) {
Thread.Sleep(0);
}
// we now have a non-empty storage info to retry with
return GetStorageInfo(curStorage);
}
// we need to mutator the StorageInfo[] array or create a new StorageInfo
return CreateStorageInfo();
}
/// <summary>
/// Creates the StorageInfo for the thread when one isn't already present.
/// </summary>
private StorageInfo CreateStorageInfo() {
// we do our own locking, tell hosts this is a bad time to interrupt us.
#if !SILVERLIGHT
Thread.BeginCriticalRegion();
#endif
StorageInfo[] curStorage = Updating;
try {
int threadId = Thread.CurrentThread.ManagedThreadId;
StorageInfo newInfo = new StorageInfo(Thread.CurrentThread);
// set to updating while potentially resizing/mutating, then we'll
// set back to the current value.
while ((curStorage = Interlocked.Exchange(ref _stores, Updating)) == Updating) {
// another thread is already updating...
Thread.Sleep(0);
}
// check and make sure we have a space in the array for our value
if (curStorage == null) {
curStorage = new StorageInfo[threadId + 1];
} else if (curStorage.Length <= threadId) {
StorageInfo[] newStorage = new StorageInfo[threadId + 1];
for (int i = 0; i < curStorage.Length; i++) {
// leave out the threads that have exited
if (curStorage[i] != null && curStorage[i].Thread.IsAlive) {
newStorage[i] = curStorage[i];
}
}
curStorage = newStorage;
}
// create our StorageInfo in the array, the empty check ensures we're only here
// when we need to create.
Debug.Assert(curStorage[threadId] == null || curStorage[threadId].Thread != Thread.CurrentThread);
return curStorage[threadId] = newInfo;
} finally {
if (curStorage != Updating) {
// let others access the storage again
Interlocked.Exchange(ref _stores, curStorage);
}
#if !SILVERLIGHT
Thread.EndCriticalRegion();
#endif
}
}
/// <summary>
/// Helper class for storing the value. We need to track if a ManagedThreadId
/// has been re-used so we also store the thread which owns the value.
/// </summary>
private class StorageInfo {
public readonly Thread Thread; // the thread that owns the StorageInfo
public T Value; // the current value for the owning thread
public StorageInfo(Thread curThread) {
Assert.NotNull(curThread);
Thread = curThread;
}
}
#endregion
}
}
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