singrdk/base/Kernel/System/Threading/WaitHandle.cs

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// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// ==--==
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using System;
using System.Threading;
using System.Runtime.CompilerServices;
using System.Collections;
using Microsoft.Singularity;
using Microsoft.Singularity.Io;
using Microsoft.Singularity.Scheduling;
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namespace System.Threading
{
///
/// <summary>
/// Base class for all synchronization objects such as events and mutex
/// </summary>
///
[NoCCtor]
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[CLSCompliant(false)]
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public abstract class WaitHandle : WaitHandleBase
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{
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///
/// <summary>
/// Constructor
/// </summary>
///
/// <param name="initialState">Initial state of an handle </param>
/// <param name="signalStateAfterImediateWait">
/// Value represents a state of a handle when wait satisfied right a way
/// </param>
/// <param name="spinLockType">The spin lock type of the wait handle</param>
///
protected WaitHandle(
SignalState initialState,
SignalState signalStateAfterImediateWait,
SpinLock.Types spinLockType)
: base(initialState, signalStateAfterImediateWait)
{
this.singleHandle = new WaitHandle[1] { this };
// Initialize waithandle spinlock
this.myLock = new SpinLock(spinLockType);
}
///
/// <summary>
/// Wait on a handle with a specified time out.
/// </summary>
///
/// <param name="timeout">Time out </param>
///
public bool WaitOne(TimeSpan timeout)
{
return (WaitAny(singleHandle, 1, timeout) != WaitTimeout);
}
///
/// <summary>
/// Wait on a handle with a specified time out.
/// </summary>
///
/// <param name="stop">Time out </param>
///
internal bool WaitOne(SchedulerTime stop)
{
return (WaitAny(singleHandle, 1, stop) != WaitTimeout);
}
///
/// <summary>
/// Wait on a handle without time out
/// </summary>
///
public bool WaitOne()
{
return WaitOne(SchedulerTime.MaxValue);
}
///
/// <summary>
/// Wait on a set of handles until one of them becomes signaled with a specified time out.
/// </summary>
///
/// <param name="waitHandles">Wait handles to wait on </param>
/// <param name="timeout">Time out </param>
///
public static int WaitAny(WaitHandle[] waitHandles, TimeSpan timeout)
{
SchedulerTime stop = SchedulerTime.Now + timeout;
return WaitAny(waitHandles, waitHandles.Length, stop);
}
///
/// <summary>
/// Wait on a set of handles until one of them becomes signaled with a specified time out.
/// </summary>
///
/// <param name="waitHandles">Wait handles to wait on </param>
/// <param name="stop">Time out </param>
///
public static int WaitAny(WaitHandle[] waitHandles, SchedulerTime stop)
{
return WaitAny(waitHandles, waitHandles.Length, stop);
}
///
/// <summary>
/// Wait on a set of handles until one of them becomes signaled without timeout.
/// </summary>
///
/// <param name="waitHandles">Wait handles to wait on </param>
///
public static int WaitAny(WaitHandle[] waitHandles)
{
return WaitAny(waitHandles, SchedulerTime.MaxValue);
}
///
/// <summary>
/// Wait on a set of handles until one of them becomes signaled with a specified time out.
/// </summary>
///
/// <param name="waitHandles">Wait handles to wait on </param>
/// <param name="waitHandlesCount">A number of wait handles to wait on </param>
/// <param name="timeout">Time out </param>
///
public int WaitAny(
WaitHandle[] waitHandles,
int waitHandlesCount,
TimeSpan timeout)
{
SchedulerTime stop;
if (timeout != TimeSpan.MaxValue) {
stop = SchedulerTime.Now + timeout;
}
else {
stop = SchedulerTime.MaxValue;
}
return WaitAny(waitHandles, waitHandlesCount, stop);
}
///
/// <summary>
/// Wait on a set of handles until one of them becomes signaled with a specified time out.
/// </summary>
///
/// <param name="waitHandles">Wait handles to wait on </param>
/// <param name="waitHandlesCount">A number of wait handles to wait on </param>
/// <param name="stop">Time out </param>
///
public static int WaitAny(
WaitHandle[] waitHandles,
int waitHandlesCount,
SchedulerTime stop)
{
// Retrieve current thread information
Thread currentThread = Thread.CurrentThread;
Thread target = null;
int unblockedBy;
ThreadEntry[] entries = currentThread.GetWaitEntries(
waitHandlesCount);
// Before we attempting to enqueue ourselves into the wait queues make sure
// we disable abort
currentThread.DelayStop(true);
// Perepare for a wait - enqueue ourselves into every wait handle
unblockedBy = PreWaitAnyInternal(currentThread,
waitHandles,
entries,
waitHandlesCount);
// If we are in the process of blocking: Block
if (UninitWait == unblockedBy) {
// Allow thread to be aborted at this point
currentThread.DelayStop(false);
// Update thread WaitFor information: Indicate every one that we waiting -
// scheduler ones wakes us up is responsible for cleaning up wait information
// by using ResetWaitInfo call
//currentThread.UpdateWaitInfo (waitHandles,
// waitHandlesCount,
// entries,
// stop);
// Write out log record
Monitoring.Log(Monitoring.Provider.Thread,
(ushort)ThreadEvent.WaitAny, 0,
(uint)stop.Ticks, (uint)(stop.Ticks >> 32),
(uint)currentThread.threadIndex, 0, 0);
// Let scheduler know that we are blocking
Kernel.TheScheduler.OnThreadBlocked(currentThread, stop);
// Our thread is about to run so we can disassociate it from wait handles
PostWaitAnyInternal(currentThread,
waitHandles,
entries,
waitHandlesCount);
// Thread has the unblocked information
unblockedBy = currentThread.UnblockedBy;
}
// Assert post condition: unblocked by can't be uninitialized
VTable.Assert(unblockedBy != WaitHandle.UninitWait);
// If there are wait handles and we were unblocked by not the timeout
if (waitHandles != null && unblockedBy >= 0
&& unblockedBy < waitHandlesCount) {
// Complete wait
waitHandles[unblockedBy].CompleteWait (currentThread);
// When we were signalged delay abort has been set - now we can turn it off
// For mutex complete wait will add delay abort. It will remain on until
// mutex is released
currentThread.DelayStop(false);
}
// Make sure that we pay attention to abort
currentThread.ProcessAbortIfRequired();
return unblockedBy;
}
///
/// <summary>
/// Signal wait handle by waking up a single waiter or if there are no waiters
/// set handle to specified stated
/// </summary>
///
/// <param name="signalStateIfNoWaiters">
/// Set the wait handle into specified state if no waiters present
/// </param>
///
[NoHeapAllocation]
protected void SignalOne(SignalState signalStateIfNoWaiters)
{
// Single a waiting thread and put it in the deferredWakeupQueue
ThreadQueueStruct deferredWakeupQueue = SignalOneWithNoWakeup(signalStateIfNoWaiters);
// Wakeup a waiter if we need to
WakeupOneWaiter(deferredWakeupQueue);
}
///
/// <summary>
/// Signal wait handle by waking up all waiters. Set wait handle into specified state
/// in both cases when waiters present and not
/// </summary>
///
/// <param name="signalStateIfNoWaiters">
/// Set the wait handle into specified state if no waiters present
/// </param>
///
/// <param name="signalStateIfWaiters">
/// Set the wait handle into specified state if waiter are present
/// </param>
///
[NoHeapAllocation]
protected void SignalAll(
SignalState signalStateIfNoWaiters,
SignalState signalStateIfWaiters)
{
// Single the waiting threads and put them in the deferredWakeupQueue
ThreadQueueStruct deferredWakeupQueue = SignalAllWithNoWakeup(
signalStateIfNoWaiters,
signalStateIfWaiters);
// Wakeup a waiter if we need to
WakeupAllWaiters(deferredWakeupQueue);
}
/// <summary>
/// This field is an array of length 1 containing 'this'.
/// It is used to avoid allocation when calling WaitAny from WaitOne.
/// </summary>
private WaitHandle[] singleHandle;
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}
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///
/// <summary>
/// Base class for all synchronization objects such as events and mutex
/// </summary>
///
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[NoCCtor]
[CLSCompliant(false)]
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public abstract class WaitHandleBase
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{
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/// <summary > Time out constant</summary>
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public const int WaitTimeout = -1;
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/// <summary > Time out constant</summary>
public const int UninitWait = -2;
/// <summary> Infinite time out </summary>
public const int InfinityTimeout = -1;
/// <summary> GC uses this for unblocked by information </summary>
public const int UnblockedByGC = -3;
/// <summary> Unblocked by abort </summary>
public const int UnblockedByAbort = -4;
/// <summary> The state of the handle, signaled or unsignaled </summary>
protected enum SignalState : int
{
Unsignaled = 0,
Signaled = 1,
}
///
/// <summary>
/// Constructor
/// </summary>
///
/// <param name="initialState">Initial state of an handle </param>
/// <param name="signalStateAfterImediateWait">
/// Value represents a state of a handle when wait satisfied right a way
/// </param>
///
protected WaitHandleBase(
SignalState initialState,
SignalState signalStateAfterImediateWait)
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{
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this.id = ++idGenerator;
this.owner = null;
this.signaledQueue = new ThreadQueue(this);
this.waitingQueue = new ThreadQueue(this);
this.signaled = initialState;
this.signalStateAfterImediateWait = signalStateAfterImediateWait;
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}
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///
/// <summary>
/// Perform the work to signal wait handle or if there are no waiters
/// set handle to specified stated. Put the signaled waiter to a deferred
/// wakeup queue if there is any and return the queue.
/// </summary>
///
/// <param name="signalStateIfNoWaiters">
/// Set the wait handle into specified state if no waiters present
/// </param>
///
[Inline]
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[NoHeapAllocation]
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protected ThreadQueueStruct SignalOneWithNoWakeup(SignalState signalStateIfNoWaiters)
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{
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Thread currentThread = Thread.CurrentThread;
ThreadEntry nextThreadEntry;
ThreadEntry waitDoneThreadEntry;
int unblockerId = UninitWait;
int entryId = UninitWait;
// The method below should allocate struct on the stack!!
ThreadQueueStruct deferredWakeupQueue = new ThreadQueueStruct();
bool shouldEnable = Processor.DisableInterrupts();
myLock.Acquire(currentThread);
try {
// Acquire lock. If you hit assert during acquire, and the code is handling
// interrupt, you may need to use interrupt aware synchronization classes.
// See the comment for InterruptAwareAutoResetEvent, InterruptAwareManualResetEvent,
// and InterruptAwareMutex for details.
ThreadEntryEnum threadEntryEnum = new ThreadEntryEnum(this.waitingQueue.Head);
nextThreadEntry = threadEntryEnum.GetNext();
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// Waitdone can move entry from one queue to another. Because of that we have
// to be extremly careful. We move enumerator always one step ahead.
if (nextThreadEntry != null) {
do {
waitDoneThreadEntry = nextThreadEntry;
entryId = waitDoneThreadEntry.Id;
// Move enumerator one step further - we have to do it before we call
// WaitDone otherwise we might be enumerating wrong list because entry
// can move lists during WaitDone call
nextThreadEntry = threadEntryEnum.GetNext();
// Perform actual signal
unblockerId = WaitDone(waitDoneThreadEntry,
entryId,
ref deferredWakeupQueue);
// We will need to loop until we have an entry that we succefully signalled
} while (entryId != unblockerId && nextThreadEntry != null);
}
// If we succesfully process signal mark state appropriately
if (unblockerId != UninitWait && (entryId == unblockerId)) {
// Make sure that state is no longer signalled
this.signaled = SignalState.Unsignaled;
}
else {
// Set state to specified by caller
signaled = signalStateIfNoWaiters;
}
}
finally {
// Release lock
myLock.Release();
// Reenable interrupts
Processor.RestoreInterrupts(shouldEnable);
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}
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return deferredWakeupQueue;
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}
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///
/// <summary>
/// Wakeup a single waiter in the deferred queue if there is one.
/// </summary>
///
/// <param name="deferredWakeupQueue">The queue that contains the waiter thread</param>
///
[Inline]
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[NoHeapAllocation]
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protected static void WakeupOneWaiter(ThreadQueueStruct deferredWakeupQueue)
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{
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// Wakeup a waiter if we need to
if (!deferredWakeupQueue.IsEmpty()) {
// Retrieve thread from deferred queue
Thread threadToWakeup = deferredWakeupQueue.DequeueHead().Thread;
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// Add the unblocked thread to the scheduler's runnable queue
Kernel.TheScheduler.OnThreadUnblocked(threadToWakeup);
// At this point queue should be empty!
VTable.Assert(deferredWakeupQueue.IsEmpty());
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}
}
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///
/// <summary>
/// Perform the work to signal all waiters and then set handle to specified stated.
/// Put the signaled waiters to a deferred wakeup queue if there is any and
/// return the queue.
/// </summary>
///
/// <param name="signalStateIfNoWaiters">
/// Set the wait handle into specified state if no waiters present
/// </param>
///
/// <param name="signalStateIfWaiters">
/// Set the wait handle into specified state if waiter are present
/// </param>
///
[NoHeapAllocation]
protected ThreadQueueStruct SignalAllWithNoWakeup(
SignalState signalStateIfNoWaiters,
SignalState signalStateIfWaiters)
{
bool notified = false;
Thread currentThread = Thread.CurrentThread;
ThreadEntry waitDoneThreadEntry;
ThreadEntry nextThreadEntry;
ThreadQueueStruct deferredWakeupQueue = new ThreadQueueStruct();
int unblockerId = UninitWait;
int numberOfUnblockedWaiters = 0;
int entryId = UninitWait;
// Acquire lock. If you hit assert during acquire, and the code is handling
// interrupt, you may need to use interrupt aware synchronization classes.
// See the comment for InterruptAwareAutoResetEvent, InterruptAwareManualResetEvent,
// and InterruptAwareMutex for details.
bool shouldEnable = Processor.DisableInterrupts();
myLock.Acquire(currentThread);
try {
ThreadEntryEnum threadEntryEnum = new ThreadEntryEnum(this.waitingQueue.Head);
nextThreadEntry = threadEntryEnum.GetNext();
// Waitdone can move entry from one queue to another. Because of that we have
// to be extremly careful. We move enumerator always one step ahead.
if (nextThreadEntry != null) {
do {
waitDoneThreadEntry = nextThreadEntry;
entryId = waitDoneThreadEntry.Id;
// Move enumerator one step further - we have to do it before we call
// WaitDone otherwise we might be enumerating wrong list because entry
// can move lists during WaitDone call
nextThreadEntry = threadEntryEnum.GetNext();
// We are ready to call waitdone
unblockerId = WaitDone(waitDoneThreadEntry,
entryId,
ref deferredWakeupQueue);
// Remember if we succesfully signalled someone
if (unblockerId == entryId) {
numberOfUnblockedWaiters++;
}
} while (nextThreadEntry != null);
}
// If we succesfully signalled someone, record state accordingly
if (numberOfUnblockedWaiters > 0) {
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// Update signal state in case when waiters are present
this.signaled = signalStateIfWaiters;
}
else {
// Don't forget to update state when waiters are not present
this.signaled = signalStateIfNoWaiters;
}
}
finally {
// Release lock
myLock.Release();
// Reenable interrupts
Processor.RestoreInterrupts(shouldEnable);
}
return deferredWakeupQueue;
}
///
/// <summary>
/// Wakeup all waiters in the deferred queue if there are any
/// </summary>
///
/// <param name="deferredWakeupQueue">The queue that contains the waiter threads</param>
///
[Inline]
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[NoHeapAllocation]
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protected static void WakeupAllWaiters(ThreadQueueStruct deferredWakeupQueue)
{
ThreadEntry entryToWakeup;
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// Unblock threads that we found we need to unblock
while ((entryToWakeup = deferredWakeupQueue.DequeueHead()) != null) {
// Get the thread
Thread threadToWakeup = entryToWakeup.Thread;
// Add the unblocked thread to the scheduler's runnable queue
Kernel.TheScheduler.OnThreadUnblocked(threadToWakeup);
}
}
///
/// <summary>
/// Depending on the state of a handle decide either to acquire handle or wait
/// </summary>
///
/// <param name="entry">
/// Thread entry to enqueu onto waiting queue when can't satisfy request
/// </param>
/// <param name="handleId">
/// Id of the handle that we are trying to acquire - is used to check if thread can be unblocked
/// </param>
///
[NoHeapAllocation]
protected virtual bool AcquireOrEnqueue(ThreadEntry entry, int handleId)
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{
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bool didAcquire = true;
Thread currentThread = Thread.CurrentThread;
// Acquire lock. If you hit assert during acquire, and the code is handling
// interrupt, you may need to use interrupt aware synchronization classes.
// See the comment for InterruptAwareAutoResetEvent, InterruptAwareManualResetEvent,
// and InterruptAwareMutex for details.
bool shouldEnable = Processor.DisableInterrupts();
myLock.Acquire(currentThread);
try {
// If the handle is signaled and thread hasn't been unblocked yet.
if ((this.signaled == SignalState.Signaled) &&
(currentThread.Unblock(handleId) == handleId)) {
// Make signaled state to be as dictated by child class during initialization
this.signaled = this.signalStateAfterImediateWait;
}
else {
// Enqueue entry into wating queue:
this.waitingQueue.EnqueueHead(entry);
// We couldn't acquire object set return value properly
didAcquire = false;
}
}
finally {
// Release lock
myLock.Release();
// Reenable interrupts
Processor.RestoreInterrupts(shouldEnable);
}
return didAcquire;
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}
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///
/// <summary>
/// Associate a thread with wait handles if one of the waits satisfied return
/// waithandle id - actual unblocker. if none of the states satisfied return UninitWait
/// indicating that thread has to proceede with blocking
/// </summary>
///
protected static int PreWaitAnyInternal(
Thread currentThread,
WaitHandleBase[] waitHandles,
ThreadEntry[] entries,
int waitHandlesCount)
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{
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int marked;
int released;
int unblockedBy = UninitWait;
VTable.Assert(currentThread.ThreadState == ThreadState.Running);
// Prepare thread for blocking - Unblock call might be called from
// either AcquireOrEnqueue or from WaitDone
currentThread.PrepareForBlocking();
// Enqueue on all of the non-signaled handles.
for (marked = 0; marked < waitHandlesCount; marked++) {
// Initialize entry id
entries[marked].Id = marked;
// Attempt to wait on a handler
if (waitHandles[marked].AcquireOrEnqueue(entries[marked], marked)) {
// Our wait succeeded, remove ourselves from the wait queues
for (released = 0; released < marked; released++) {
waitHandles[released].Remove(entries[released]);
}
// Remember unblockedBy
unblockedBy = currentThread.UnblockedBy;
break;
}
}
return unblockedBy;
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}
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///
/// <summary>
/// Post wait is to dissasociate thread from all handlers
/// </summary>
///
protected static void PostWaitAnyInternal(
Thread currentThread,
WaitHandleBase[] waitHandles,
ThreadEntry[] entries,
int waitHandlesCount)
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{
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ThreadState state;
int handlerIdx;
int unblockedBy = WaitHandle.WaitTimeout;
int resultUnblockedBy = WaitHandle.WaitTimeout;
VTable.Assert(currentThread.ThreadState == ThreadState.Running);
// Dequeue a thread from all hadndles it was waiting on
for (handlerIdx = 0; handlerIdx < waitHandlesCount; handlerIdx++) {
// Dissaociate handler from entry
waitHandles[handlerIdx].Remove(entries[handlerIdx]);
}
}
///
/// <summary>
/// This method is called when a synchronization object completes the wait for
/// thread.
/// </summary>
///
/// <param name="entry">Thread entry to signal</param>
/// <param name="handleId">Id of wait handle</param>
/// <param name="deferredQueue">Deferred queue to use for deferred wakeup</param>
///
[NoHeapAllocation]
private int WaitDone(
ThreadEntry entry,
int handleId,
ref ThreadQueueStruct deferredQueue)
{
ThreadState state;
int handledIdUnblocked;
// Assert preconditions: We assume that queues are stable - spinlock is held when
// this method is called
VTable.Assert(myLock.IsHeldBy(Thread.CurrentThread));
// Indicate that thread migth be given owrneship of the object so that it can't be aborted
entry.Thread.DelayStop(true);
//Attempt to unblock thread, if we fail it means that thread has already timed out
// If thread has timed out don't move it to signaled queue
if ((handledIdUnblocked = entry.Thread.Unblock(handleId)) == handleId) {
// The signal is good-we can take a thread from non-signaled queue and
// move it to signaled
MoveEntryToSignalQueue(entry);
// If thread state is blocked - we will be responsible for waking it up
if (entry.Thread.ShouldCallSchedulerUnBlock(handleId)) {
// Enqueue entry onto deferred unblock queue. We will call unblock
// once we are done with processing signal and we released the lock
deferredQueue.EnqueueTail(entry.Thread.deferredEntry);
}
}
else {
// We haven't granted ownership to the thread so that we need to restore its
// delay abort status
entry.Thread.DelayStop(false);
}
return handledIdUnblocked;
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}
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///
/// <summary>
/// This method is called when a synchrnoization object completes the wait for
/// thread.
/// </summary>
///
/// <param name="entry">Thread entry to move from unsignaled queue to singlaed</param>
///
[NoHeapAllocation]
private void MoveEntryToSignalQueue(ThreadEntry entry)
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{
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// Assert preconditions: Entry should be enqueued to nonsignaled queue protectiong
// spinlock has to be taken
VTable.Assert(waitingQueue.IsEnqueued(entry));
VTable.Assert(myLock.IsHeldBy(Thread.CurrentThread));
// Remove thread from waiting queue
waitingQueue.Remove(entry);
// Insert thread into signaled queue
signaledQueue.EnqueueHead(entry);
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}
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///
/// <summary>
/// Remove entry from the wait handle
/// </summary>
///
/// <param name="entry">
/// Entry to remove
/// </param>
///
[NoHeapAllocation]
private void Remove(ThreadEntry entry)
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{
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Thread currentThread = Thread.CurrentThread;
// Acquire lock. If you hit assert during acquire, and the code is handling
// interrupt, you may need to use interrupt aware synchronization classes.
// See the comment for InterruptAwareAutoResetEvent, InterruptAwareManualResetEvent,
// and InterruptAwareMutex for details.
bool shouldEnable = Processor.DisableInterrupts();
myLock.Acquire(currentThread);
try {
// Assert preconditions: entry should be on a either non signaled queue or if it is
// on signaled queue thread's unblocked Id should be equal to entry's Id
// We can run this assert only while spinlock is held because first we unblock thread
// and then moving it from one queue to another. We do both of these operations while
// holding spinlock. It is possible for thread to start running once it was unblocked.
// When it reaches this method it is possible that it hasn't been moved to signaled queue yet
// If that happens and we try to assert without holding spinlock assert will fire.
VTable.Assert(entry.queue == this.waitingQueue ||
(entry.queue == this.signaledQueue &&
entry.Id == currentThread.UnblockedBy));
// Remove entry from the queue
entry.RemoveFromQueue();
}
finally {
// Release lock
myLock.Release();
// Reenable interrupts
Processor.RestoreInterrupts(shouldEnable);
}
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}
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///
/// <summary>
/// Return owner of a handle
/// </summary>
///
/// <remark>
/// Consider removing this method
/// </remark>
[NoHeapAllocation]
internal Thread GetBeneficiary()
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{
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return owner;
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}
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///
/// <summary>
/// Complete wait - used by mutex to record ownership
/// </summary>
///
/// <param name="ownerThread">Thread owner</param>
///
[NoHeapAllocation]
protected virtual void CompleteWait(Thread ownerThread)
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{
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return;
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}
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/// <summary>State of the handler</summary>
private volatile SignalState signaled;
/// <summary> Signal state after wait - policy of the child class </summary>
protected SignalState signalStateAfterImediateWait;
/// <summary> An owner of the handler </summary>
protected volatile Thread owner;
/// <summary> A waiting queue </summary>
protected ThreadQueue waitingQueue;
/// <summary> A signaled queue </summary>
protected ThreadQueue signaledQueue;
/// <summary> A unique id of wait handler </summary>
protected int id;
/// <summary> Uniqifier </summary>
private static int idGenerator;
/// <summary> Lock to protect queues </summary>
protected SpinLock myLock;
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}
}