1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385
|
// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
using System.Collections.Generic;
using System.Reactive.Disposables;
using System.Threading;
#if NO_SEMAPHORE
using System.Reactive.Threading;
#endif
namespace System.Reactive.Concurrency
{
/// <summary>
/// Represents an object that schedules units of work on a designated thread.
/// </summary>
public sealed class EventLoopScheduler : LocalScheduler, ISchedulerPeriodic, IDisposable
{
#region Fields
/// <summary>
/// Counter for diagnostic purposes, to name the threads.
/// </summary>
private static int s_counter;
/// <summary>
/// Thread factory function.
/// </summary>
private readonly Func<ThreadStart, Thread> _threadFactory;
/// <summary>
/// Stopwatch for timing free of absolute time dependencies.
/// </summary>
private IStopwatch _stopwatch;
/// <summary>
/// Thread used by the event loop to run work items on. No work should be run on any other thread.
/// If ExitIfEmpty is set, the thread can quit and a new thread will be created when new work is scheduled.
/// </summary>
private Thread _thread;
/// <summary>
/// Gate to protect data structures, including the work queue and the ready list.
/// </summary>
private readonly object _gate;
/// <summary>
/// Semaphore to count requests to re-evaluate the queue, from either Schedule requests or when a timer
/// expires and moves on to the next item in the queue.
/// </summary>
#if !NO_CDS
private readonly SemaphoreSlim _evt;
#else
private readonly Semaphore _evt;
#endif
/// <summary>
/// Queue holding work items. Protected by the gate.
/// </summary>
private readonly SchedulerQueue<TimeSpan> _queue;
/// <summary>
/// Queue holding items that are ready to be run as soon as possible. Protected by the gate.
/// </summary>
private readonly Queue<ScheduledItem<TimeSpan>> _readyList;
/// <summary>
/// Work item that will be scheduled next. Used upon reevaluation of the queue to check whether the next
/// item is still the same. If not, a new timer needs to be started (see below).
/// </summary>
private ScheduledItem<TimeSpan> _nextItem;
/// <summary>
/// Disposable that always holds the timer to dispatch the first element in the queue.
/// </summary>
private readonly SerialDisposable _nextTimer;
/// <summary>
/// Flag indicating whether the event loop should quit. When set, the event should be signaled as well to
/// wake up the event loop thread, which will subsequently abandon all work.
/// </summary>
private bool _disposed;
#endregion
#region Constructors
/// <summary>
/// Creates an object that schedules units of work on a designated thread.
/// </summary>
public EventLoopScheduler()
: this(a => new Thread(a) { Name = "Event Loop " + Interlocked.Increment(ref s_counter), IsBackground = true })
{
}
#if !NO_THREAD
/// <summary>
/// Creates an object that schedules units of work on a designated thread, using the specified factory to control thread creation options.
/// </summary>
/// <param name="threadFactory">Factory function for thread creation.</param>
/// <exception cref="ArgumentNullException"><paramref name="threadFactory"/> is null.</exception>
public EventLoopScheduler(Func<ThreadStart, Thread> threadFactory)
{
if (threadFactory == null)
throw new ArgumentNullException("threadFactory");
#else
internal EventLoopScheduler(Func<ThreadStart, Thread> threadFactory)
{
#endif
_threadFactory = threadFactory;
_stopwatch = ConcurrencyAbstractionLayer.Current.StartStopwatch();
_gate = new object();
#if !NO_CDS
_evt = new SemaphoreSlim(0);
#else
_evt = new Semaphore(0, int.MaxValue);
#endif
_queue = new SchedulerQueue<TimeSpan>();
_readyList = new Queue<ScheduledItem<TimeSpan>>();
_nextTimer = new SerialDisposable();
ExitIfEmpty = false;
}
#endregion
#region Properties
/// <summary>
/// Indicates whether the event loop thread is allowed to quit when no work is left. If new work
/// is scheduled afterwards, a new event loop thread is created. This property is used by the
/// NewThreadScheduler which uses an event loop for its recursive invocations.
/// </summary>
internal bool ExitIfEmpty
{
get;
set;
}
#endregion
#region Public methods
/// <summary>
/// Schedules an action to be executed after dueTime.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">State passed to the action to be executed.</param>
/// <param name="action">Action to be executed.</param>
/// <param name="dueTime">Relative time after which to execute the action.</param>
/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
/// <exception cref="ObjectDisposedException">The scheduler has been disposed and doesn't accept new work.</exception>
public override IDisposable Schedule<TState>(TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)
{
if (action == null)
throw new ArgumentNullException("action");
var due = _stopwatch.Elapsed + dueTime;
var si = new ScheduledItem<TimeSpan, TState>(this, state, action, due);
lock (_gate)
{
if (_disposed)
throw new ObjectDisposedException("");
if (dueTime <= TimeSpan.Zero)
{
_readyList.Enqueue(si);
_evt.Release();
}
else
{
_queue.Enqueue(si);
_evt.Release();
}
EnsureThread();
}
return Disposable.Create(si.Cancel);
}
/// <summary>
/// Schedules a periodic piece of work on the designated thread.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">Initial state passed to the action upon the first iteration.</param>
/// <param name="period">Period for running the work periodically.</param>
/// <param name="action">Action to be executed, potentially updating the state.</param>
/// <returns>The disposable object used to cancel the scheduled recurring action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="period"/> is less than TimeSpan.Zero.</exception>
/// <exception cref="ObjectDisposedException">The scheduler has been disposed and doesn't accept new work.</exception>
public IDisposable SchedulePeriodic<TState>(TState state, TimeSpan period, Func<TState, TState> action)
{
if (period < TimeSpan.Zero)
throw new ArgumentOutOfRangeException("period");
if (action == null)
throw new ArgumentNullException("action");
var start = _stopwatch.Elapsed;
var next = start + period;
var state1 = state;
var d = new MultipleAssignmentDisposable();
var gate = new AsyncLock();
var tick = default(Func<IScheduler, object, IDisposable>);
tick = (self_, _) =>
{
next += period;
d.Disposable = self_.Schedule(null, next - _stopwatch.Elapsed, tick);
gate.Wait(() =>
{
state1 = action(state1);
});
return Disposable.Empty;
};
d.Disposable = Schedule(null, next - _stopwatch.Elapsed, tick);
return new CompositeDisposable(d, gate);
}
#if !NO_STOPWATCH
/// <summary>
/// Starts a new stopwatch object.
/// </summary>
/// <returns>New stopwatch object; started at the time of the request.</returns>
public override IStopwatch StartStopwatch()
{
//
// Strictly speaking, this explicit override is not necessary because the base implementation calls into
// the enlightenment module to obtain the CAL, which would circle back to System.Reactive.PlatformServices
// where we're currently running. This is merely a short-circuit to avoid the additional roundtrip.
//
return new StopwatchImpl();
}
#endif
/// <summary>
/// Ends the thread associated with this scheduler. All remaining work in the scheduler queue is abandoned.
/// </summary>
public void Dispose()
{
lock (_gate)
{
if (!_disposed)
{
_disposed = true;
_nextTimer.Dispose();
_evt.Release();
}
}
}
#endregion
#region Private implementation
/// <summary>
/// Ensures there is an event loop thread running. Should be called under the gate.
/// </summary>
private void EnsureThread()
{
if (_thread == null)
{
_thread = _threadFactory(Run);
_thread.Start();
}
}
/// <summary>
/// Event loop scheduled on the designated event loop thread. The loop is suspended/resumed using the event
/// which gets set by calls to Schedule, the next item timer, or calls to Dispose.
/// </summary>
private void Run()
{
while (true)
{
#if !NO_CDS
_evt.Wait();
#else
_evt.WaitOne();
#endif
var ready = default(ScheduledItem<TimeSpan>[]);
lock (_gate)
{
//
// Bug fix that ensures the number of calls to Release never greatly exceeds the number of calls to Wait.
// See work item #37: https://rx.codeplex.com/workitem/37
//
#if !NO_CDS
while (_evt.CurrentCount > 0) _evt.Wait();
#else
while (_evt.WaitOne(TimeSpan.Zero)) { }
#endif
//
// The event could have been set by a call to Dispose. This takes priority over anything else. We quit the
// loop immediately. Subsequent calls to Schedule won't ever create a new thread.
//
if (_disposed)
{
((IDisposable)_evt).Dispose();
return;
}
while (_queue.Count > 0 && _queue.Peek().DueTime <= _stopwatch.Elapsed)
{
var item = _queue.Dequeue();
_readyList.Enqueue(item);
}
if (_queue.Count > 0)
{
var next = _queue.Peek();
if (next != _nextItem)
{
_nextItem = next;
var due = next.DueTime - _stopwatch.Elapsed;
_nextTimer.Disposable = ConcurrencyAbstractionLayer.Current.StartTimer(Tick, next, due);
}
}
if (_readyList.Count > 0)
{
ready = _readyList.ToArray();
_readyList.Clear();
}
}
if (ready != null)
{
foreach (var item in ready)
{
if (!item.IsCanceled)
item.Invoke();
}
}
if (ExitIfEmpty)
{
lock (_gate)
{
if (_readyList.Count == 0 && _queue.Count == 0)
{
_thread = null;
return;
}
}
}
}
}
private void Tick(object state)
{
lock (_gate)
{
if (!_disposed)
{
var item = (ScheduledItem<TimeSpan>)state;
if (_queue.Remove(item))
{
_readyList.Enqueue(item);
}
_evt.Release();
}
}
}
#endregion
}
}
|