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
|
//-----------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
namespace System.Runtime
{
using System;
using System.Threading;
[Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)]
class SignalGate
{
[Fx.Tag.SynchronizationObject(Blocking = false, Kind = Fx.Tag.SynchronizationKind.InterlockedNoSpin)]
int state;
public SignalGate()
{
}
internal bool IsLocked
{
get
{
return this.state == GateState.Locked;
}
}
internal bool IsSignalled
{
get
{
return this.state == GateState.Signalled;
}
}
// Returns true if this brings the gate to the Signalled state.
// Transitions - Locked -> SignalPending | Completed before it was unlocked
// Unlocked -> Signaled
public bool Signal()
{
int lastState = this.state;
if (lastState == GateState.Locked)
{
lastState = Interlocked.CompareExchange(ref this.state, GateState.SignalPending, GateState.Locked);
}
if (lastState == GateState.Unlocked)
{
this.state = GateState.Signalled;
return true;
}
if (lastState != GateState.Locked)
{
ThrowInvalidSignalGateState();
}
return false;
}
// Returns true if this brings the gate to the Signalled state.
// Transitions - SignalPending -> Signaled | return the AsyncResult since the callback already
// | completed and provided the result on its thread
// Locked -> Unlocked
public bool Unlock()
{
int lastState = this.state;
if (lastState == GateState.Locked)
{
lastState = Interlocked.CompareExchange(ref this.state, GateState.Unlocked, GateState.Locked);
}
if (lastState == GateState.SignalPending)
{
this.state = GateState.Signalled;
return true;
}
if (lastState != GateState.Locked)
{
ThrowInvalidSignalGateState();
}
return false;
}
// This is factored out to allow Signal and Unlock to be inlined.
void ThrowInvalidSignalGateState()
{
throw Fx.Exception.AsError(new InvalidOperationException(InternalSR.InvalidSemaphoreExit));
}
static class GateState
{
public const int Locked = 0;
public const int SignalPending = 1;
public const int Unlocked = 2;
public const int Signalled = 3;
}
}
[Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)]
class SignalGate<T> : SignalGate
{
T result;
public SignalGate()
: base()
{
}
public bool Signal(T result)
{
this.result = result;
return Signal();
}
public bool Unlock(out T result)
{
if (Unlock())
{
result = this.result;
return true;
}
result = default(T);
return false;
}
}
}
|