singrdk/base/Applications/Network/BlastServer/ThreadPool.cs

172 lines
5.6 KiB
C#

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