// ==++== // // Copyright (c) Microsoft Corporation. All rights reserved. // // ==--== //============================================================================= // // Class: LocalDataStoreMgr // // Purpose: Class that manages stores of local data. This class is used in // cooperation with the LocalDataStore class. // //============================================================================= namespace System { using System; using System.Collections; // This is a cheesy internal helper class that is used to make sure memory // is actually being accessed and not some cached copy of a field in a // register. // WARNING: If we every do type analysis to eliminate virtual functions, // this will break. internal class LdsSyncHelper { internal virtual int Get(ref int slot) { return slot; } } // This class is an encapsulation of a slot so that it is managed in a secure fashion. // It is constructed by the LocalDataStoreManager, holds the slot and the manager // and cleans up when it is finalized. //| public sealed class LocalDataStoreSlot { private static LdsSyncHelper m_helper = new LdsSyncHelper(); private LocalDataStoreMgr m_mgr; private int m_slot; // Construct the object to encapsulate the slot. internal LocalDataStoreSlot(LocalDataStoreMgr mgr, int slot) { m_mgr = mgr; m_slot = slot; } // Accessors for the two fields of this class. internal LocalDataStoreMgr Manager { get { return m_mgr; } } internal int Slot { get { return m_slot; } } // This is used to make sure we are actually reading and writing to // memory to fetch the slot (rather than possibly using a value // cached in a register). internal bool IsValid() { return m_helper.Get(ref m_slot) != -1; } // Release the slot reserved by this object when this object goes away. // There is a race condition that can happen in the face of // resurrection where another thread is fetching values or assigning // while the finalizer thread is here. We are counting on the fact // that code that fetches values calls IsValid after fetching a value // and before giving it to anyone. See LocalDataStore for the other // half of this. We are also counting on code that sets values locks // the manager. //| ~LocalDataStoreSlot() { int slot = m_slot; // This lock fixes synchronization with the assignment of values. lock (m_mgr) { // Mark the slot as free. m_slot = -1; m_mgr.FreeDataSlot(slot); } } } internal class LocalDataStoreMgr { private const byte DataSlotOccupied = 0x01; private const int InitialSlotTableSize = 64; private const int SlotTableDoubleThreshold = 512; private const int LargeSlotTableSizeIncrease = 128; //========================================================================= // Create a data store to be managed by this manager and add it to the // list. The initial size of the new store matches the number of slots // allocated in this manager. //========================================================================= public LocalDataStore CreateLocalDataStore() { // Create a new local data store. LocalDataStore Store = new LocalDataStore(this, m_SlotInfoTable.Length); lock (this) { // Add the store to the array list and return it. m_ManagedLocalDataStores.Add(Store); } return Store; } //========================================================================= // Remove the specified store from the list of managed stores.. //========================================================================= public void DeleteLocalDataStore(LocalDataStore store) { lock (this) { // Remove the store to the array list and return it. m_ManagedLocalDataStores.Remove(store); } } //========================================================================= // Allocates a data slot by finding an available index and wrapping it // an object to prevent clients from manipulating it directly, allowing us // to make assumptions its integrity. //========================================================================= public LocalDataStoreSlot AllocateDataSlot() { lock (this) { int i; LocalDataStoreSlot slot; // Retrieve the current size of the table. int SlotTableSize = m_SlotInfoTable.Length; // Check if there are any slots left. if (m_FirstAvailableSlot < SlotTableSize) { // Save the first available slot. slot = new LocalDataStoreSlot(this, m_FirstAvailableSlot); m_SlotInfoTable[m_FirstAvailableSlot] = DataSlotOccupied; // Find the next available slot. for (i = m_FirstAvailableSlot + 1; i < SlotTableSize; ++i) if (0 == (m_SlotInfoTable[i] & DataSlotOccupied)) break; // Save the new "first available slot". m_FirstAvailableSlot = i; // Return the slot index. return slot; } // The table is full so we need to increase its size. int NewSlotTableSize; if (SlotTableSize < SlotTableDoubleThreshold) { // The table is still relatively small so double it. NewSlotTableSize = SlotTableSize * 2; } else { // The table is relatively large so simply increase its size by a given amount. NewSlotTableSize = SlotTableSize + LargeSlotTableSizeIncrease; } // Allocate the new slot info table. byte[] NewSlotInfoTable = new byte[NewSlotTableSize]; // Copy the old array into the new one. Array.Copy(m_SlotInfoTable, NewSlotInfoTable, SlotTableSize); m_SlotInfoTable = NewSlotInfoTable; // SlotTableSize is the index of the first empty slot in the expanded table. slot = new LocalDataStoreSlot(this, SlotTableSize); m_SlotInfoTable[SlotTableSize] = DataSlotOccupied; m_FirstAvailableSlot = SlotTableSize + 1; // Return the selected slot return slot; } } //========================================================================= // Allocate a slot and associate a name with it. //========================================================================= public LocalDataStoreSlot AllocateNamedDataSlot(String name) { lock (this) { // Allocate a normal data slot. LocalDataStoreSlot slot = AllocateDataSlot(); // Insert the association between the name and the data slot number // in the hash table. m_KeyToSlotMap.Add(name, slot); return slot; } } //========================================================================= // Retrieve the slot associated with a name, allocating it if no such // association has been defined. //========================================================================= public LocalDataStoreSlot GetNamedDataSlot(String name) { lock (this) { // Lookup in the hashtable to try find a slot for the name. LocalDataStoreSlot slot = (LocalDataStoreSlot) m_KeyToSlotMap[name]; // If the name is not yet in the hashtable then add it. if (null == slot) return AllocateNamedDataSlot(name); // The name was in the hashtable so return the associated slot. return slot; } } //========================================================================= // Eliminate the association of a name with a slot. The actual slot will // be reclaimed when the finalizer for the slot object runs. //========================================================================= public void FreeNamedDataSlot(String name) { lock (this) { // Remove the name slot association from the hashtable. m_KeyToSlotMap.Remove(name); } } //========================================================================= // Free's a previously allocated data slot on ALL the managed data stores. //========================================================================= internal void FreeDataSlot(int slot) { lock (this) { // Go thru all the managed stores and set the data on the specified slot to 0. for (int i = 0; i < m_ManagedLocalDataStores.Count; i++) { ((LocalDataStore)m_ManagedLocalDataStores[i]).SetDataInternal( slot, null, false); } // Mark the slot as being no longer occupied. m_SlotInfoTable[slot] = 0; if (slot < m_FirstAvailableSlot) m_FirstAvailableSlot = slot; } } //========================================================================= // Return the number of allocated slots in this manager. //========================================================================= public void ValidateSlot(LocalDataStoreSlot slot) { // Make sure the slot was allocated for this store. if (slot == null || slot.Manager != this) throw new ArgumentException("Argument_ALSInvalidSlot"); } //========================================================================= // Return the number of allocated slots in this manager. //========================================================================= internal int GetSlotTableLength() { return m_SlotInfoTable.Length; } private byte[] m_SlotInfoTable = new byte[InitialSlotTableSize]; private int m_FirstAvailableSlot = 0; private ArrayList m_ManagedLocalDataStores = new ArrayList(); private Hashtable m_KeyToSlotMap = new Hashtable(); } }