172 lines
5.6 KiB
C#
172 lines
5.6 KiB
C#
///////////////////////////////////////////////////////////////////////////////
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//
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// Microsoft Research Singularity
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// Note:
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//
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using System;
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using System.Collections;
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using System.Threading;
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#if SINGULARITY
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using Microsoft.Contracts;
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#endif
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namespace Microsoft.Singularity.Applications
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{
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/// <remarks>This class implements a non-Singleton
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/// threadpool and has a configurable work queue
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/// size. </remarks>
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public sealed class ThreadPool
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{
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internal class WorkItem {
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public WorkCallback callback;
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public object userObject;
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public WorkItem(WorkCallback callback, object userObject)
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{
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this.callback = callback;
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this.userObject = userObject;
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}
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}
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public delegate void WorkCallback(object userObject);
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Queue /* ! */ workItems;
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WorkCallback /* ! */ workCallback;
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int maxQueuedItems;
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volatile int threadCount;
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volatile bool shutdown;
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ManualResetEvent shutdownEvent;
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#if SINGULARITY
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[NotDelayed]
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#endif
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public ThreadPool(int maxThreads,
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int maxQueuedItems,
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WorkCallback/* ! */ workCallback)
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#if SINGULARITY
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requires maxThreads > 0;
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requires maxQueuedItems > 0;
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requires maxThreads <= maxQueuedItems;
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#endif
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{
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this.workCallback = workCallback;
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this.workItems = new Queue(maxQueuedItems);
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this.maxQueuedItems = maxQueuedItems;
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this.threadCount = maxThreads;
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this.shutdown = false;
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this.shutdownEvent = new ManualResetEvent(false);
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#if SINGULARITY
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base();
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#endif
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for (int i = 0; i < maxThreads; i++) {
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Thread t = new Thread(new ThreadStart(WorkerMain));
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t.Start();
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}
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}
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/// <summary>
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/// Queues call to constructor supplied delegate with
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/// user supplied object. If queuing request causes queue to
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/// become full, false is returned and no further items should
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/// be enqueued until delegate has been called.
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/// </summary>
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public bool QueueUserWorkItem(object userObject)
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{
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bool queueIsFull = false;
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lock (this) {
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if (workItems.Count == maxQueuedItems) {
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queueIsFull = true;
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}
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else {
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#if SINGULARITY
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assert workItems.Count < maxQueuedItems;
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assert shutdown == false;
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#endif
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WorkItem work = new WorkItem(this.workCallback, userObject);
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workItems.Enqueue(work);
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queueIsFull = (workItems.Count == maxQueuedItems);
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if (workItems.Count == 1) {
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}
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Monitor.Pulse(this);
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}
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}
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return queueIsFull;
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}
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/// <summary>
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/// Queues call to supplied delegate with
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/// user supplied object. If queuing request causes queue to
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/// become full, false is returned and no further items should
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/// be enqueued until delegate has been called.
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/// </summary>
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public bool QueueUserWorkItem(WorkCallback callback, object userObject)
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{
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bool queueIsFull = false;
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lock (this) {
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if (workItems.Count == maxQueuedItems) {
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queueIsFull = true;
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}
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else {
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#if SINGULARITY
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assert workItems.Count < maxQueuedItems;
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assert shutdown == false;
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#endif
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WorkItem work = new WorkItem(callback, userObject);
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workItems.Enqueue(work);
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queueIsFull = (workItems.Count == maxQueuedItems);
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if (workItems.Count == 1) {
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}
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Monitor.Pulse(this);
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}
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}
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return queueIsFull;
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}
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/// <summary>
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/// Shutdown thread pool instance. Caller blocks until
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/// the threads in the pool have finished outstanding
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/// work items.
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/// </summary>
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public void Shutdown()
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{
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lock (this) {
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shutdown = true;
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Monitor.PulseAll(this);
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}
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shutdownEvent.WaitOne();
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}
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private void WorkerMain()
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{
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while (true) {
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object workItem = null;
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lock (this) {
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while (workItems.Count == 0 && !shutdown) {
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Monitor.Wait(this);
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}
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if (workItems.Count == 0 && shutdown) {
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break;
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}
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workItem = workItems.Dequeue();
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}
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if (workItem != null) {
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WorkItem w = workItem as WorkItem;
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#if SINGULARITY
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assert w != null;
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assert w.callback != null;
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#endif
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w.callback(w.userObject);
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}
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if (--threadCount == 0) {
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shutdownEvent.Set();
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}
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}
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}
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}
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}
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