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AbstractEvent.cs
130 lines | 4.4 KiB | text/x-csharp | CSharpLexer
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r144 using System;
using Implab.Parallels;
using System.Threading;
using System.Reflection;
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r242 using System.Diagnostics;
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namespace Implab {
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r243 /// <summary>
/// Abstract class for creation of custom one-shot thread safe events.
/// </summary>
/// <remarks>
/// <para>
/// An event is something that should happen in the future and the
/// triggering of the event causes execution of some pending actions
/// which are formely event handlers. One-shot events occur only once
/// and any handler added after the event is triggered should run
/// without a delay.
/// </para>
/// <para>
/// The lifecycle of the one-shot event is tipically consists of following
/// phases.
/// <list>
/// <description>Pending state. This is the initial state of the event. Any
/// handler added to the event will be queued for the future execution.
/// </description>
/// <description>Transitional state. This is intermediate state between pending
/// and fulfilled states, during this state internal initialization and storing
/// of the result occurs.
/// </description>
/// <description>Fulfilled state. The event contains the result, all queued
/// handlers are signalled to run and newly added handlers are executed
/// immediatelly.
/// </description>
/// </list>
/// </para>
/// </remarks>
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r242 public abstract class AbstractEvent<THandler> where THandler : class {
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r244 const int PendingState = 0;
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r242
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r244 const int TransitionalState = 1;
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r243
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r244 const int ResolvedState = 2;
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r242 volatile int m_state;
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r242 THandler m_handler;
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r233 SimpleAsyncQueue<THandler> m_extraHandlers;
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r244 public bool IsResolved {
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r243 get {
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r244 return m_state > TransitionalState;
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r243 }
}
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r144 #region state managment
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r242 protected bool BeginTransit() {
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r244 return PendingState == Interlocked.CompareExchange(ref m_state, TransitionalState, PendingState);
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r144 }
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r243 protected void CompleteTransit() {
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r242 #if DEBUG
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r244 if (TransitionalState != Interlocked.CompareExchange(ref m_state, ResolvedState, TransitionalState))
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r144 throw new InvalidOperationException("Can't complete transition when the object isn't in the transitional state");
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r242 #else
m_state = state;
#endif
Signal();
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r144 }
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r242 protected void WaitTransition() {
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r244 if (m_state == TransitionalState) {
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r248 SpinWait spin = new SpinWait();
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r242 do {
spin.SpinOnce();
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r244 } while (m_state == TransitionalState);
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r144 }
}
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r243 protected abstract void SignalHandler(THandler handler);
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r156 void Signal() {
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r242 THandler handler;
while (TryDequeueHandler(out handler))
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r243 SignalHandler(handler);
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r144 }
#endregion
#region handlers managment
protected void AddHandler(THandler handler) {
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r244 if (IsResolved) {
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r144 // the promise is in the resolved state, just invoke the handler
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r243 SignalHandler(handler);
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r144 } else {
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r243 EnqueueHandler(handler);
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r144
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r244 if (IsResolved && TryDequeueHandler(out handler))
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r144 // if the promise have been resolved while we was adding the handler to the queue
// we can't guarantee that someone is still processing it
// therefore we need to fetch a handler from the queue and execute it
// note that fetched handler may be not the one that we have added
// even we can fetch no handlers at all :)
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r243 SignalHandler(handler);
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r144 }
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r242
}
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r243 void EnqueueHandler(THandler handler) {
if (Interlocked.CompareExchange(ref m_handler, handler, null) != null) {
if (m_extraHandlers == null)
// compare-exchange will protect from loosing already created queue
Interlocked.CompareExchange(ref m_extraHandlers, new SimpleAsyncQueue<THandler>(), null);
m_extraHandlers.Enqueue(handler);
}
}
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r242 bool TryDequeueHandler(out THandler handler) {
handler = Interlocked.Exchange(ref m_handler, null);
if (handler != null)
return true;
return m_extraHandlers != null && m_extraHandlers.TryDequeue(out handler);
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r144 }
#endregion
}
}