#region CPL License /* Nuclex Framework Copyright (C) 2002-2010 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using System.Threading; namespace Nuclex.Support { /// A reverse counting semaphore /// /// /// This semaphore counts in reverse, which means you can Release() the semaphore /// as often as you'd like a thread calling WaitOne() to be let through. You /// can use it in the traditional sense and have any Thread calling WaitOne() /// make sure to call Release() afterwards, or you can, for example, Release() it /// whenever work becomes available and let threads take work from the Semaphore /// by calling WaitOne() alone. /// /// /// Implementation notes (ignore this if you just want to use the Semaphore) /// /// /// We could design a semaphore that uses an auto reset event, where the thread /// that gets to pass immediately sets the event again if the semaphore isn't full /// yet to let another thread pass. /// /// /// However, this would mean that when a semaphore receives a large number of /// wait requests, assuming it would allow, for example, 25 users at once, the /// thread scheduler would see only 1 thread become eligible for execution. Then /// that thread would unlock the next and so on. In short, we wait 25 times /// for the thread scheduler to wake up a thread until all users get through. /// /// /// So we chose a ManualResetEvent, which will wake up more threads than /// neccessary and possibly cause a period of intense competition for getting /// a lock on the resource, but will make the thread scheduler see all threads /// become eligible for execution. /// /// #if !XBOX360 [Obsolete("Prefer the normal semaphore on Windows builds.")] #endif public class Semaphore : WaitHandle { /// Initializes a new semaphore public Semaphore() { createEvent(); } /// Initializes a new semaphore /// /// Number of users that can access the resource at the same time /// public Semaphore(int count) { this.free = count; createEvent(); } /// Initializes a new semaphore /// /// Initial number of users accessing the resource /// /// /// Maximum numbr of users that can access the resource at the same time /// public Semaphore(int initialCount, int maximumCount) { if(initialCount > maximumCount) { throw new ArgumentOutOfRangeException( "initialCount", "Initial count must not be larger than the maximum count" ); } this.free = maximumCount - initialCount; createEvent(); } /// Immediately releases all resources owned by the instance /// /// Whether Dispose() has been called explictly /// protected override void Dispose(bool explicitDisposing) { if(this.manualResetEvent != null) { base.SafeWaitHandle = null; this.manualResetEvent.Close(); this.manualResetEvent = null; } base.Dispose(explicitDisposing); } /// /// Waits for the resource to become available and locks it /// /// /// Number of milliseconds to wait at most before giving up /// /// /// True to exit the synchronization domain for the context before the wait (if /// in a synchronized context), and reacquire it afterward; otherwise, false. /// /// /// True if the resource was available and is now locked, false if /// the timeout has been reached. /// #if NO_EXITCONTEXT public override bool WaitOne(int millisecondsTimeout) { #else public override bool WaitOne(int millisecondsTimeout, bool exitContext) { #endif for (; ; ) { // Lock the resource - even if it is full. We will correct out mistake later // if we overcomitted the resource. int newFree = Interlocked.Decrement(ref this.free); // If we got the resource, let the thread pass without further processing. if(newFree >= 0) { if(newFree > 0) { this.manualResetEvent.Set(); } return true; } // We overcomitted the resource, count it down again. We know that, at least // moments ago, the resource was busy, so block the event. this.manualResetEvent.Reset(); Thread.MemoryBarrier(); newFree = Interlocked.Increment(ref this.free); // Unless we have been preempted by a Release(), we now have to wait for the // resource to become available. if(newFree >= 0) { #if NO_EXITCONTEXT if(!this.manualResetEvent.WaitOne(millisecondsTimeout)) { #else if(!this.manualResetEvent.WaitOne(millisecondsTimeout, exitContext)) { #endif return false; } } } // for(; ; ) } /// /// Waits for the resource to become available and locks it /// /// /// True if the resource was available and is now locked, false if /// the timeout has been reached. /// public override bool WaitOne() { #if NO_EXITCONTEXT return WaitOne(-1); #else return WaitOne(-1, false); #endif } /// /// Waits for the resource to become available and locks it /// /// /// Time span to wait for the lock before giving up /// /// /// True to exit the synchronization domain for the context before the wait (if /// in a synchronized context), and reacquire it afterward; otherwise, false. /// /// /// True if the resource was available and is now locked, false if /// the timeout has been reached. /// #if NO_EXITCONTEXT public override bool WaitOne(TimeSpan timeout) { #else public override bool WaitOne(TimeSpan timeout, bool exitContext) { #endif long totalMilliseconds = (long)timeout.TotalMilliseconds; if((totalMilliseconds < -1) || (totalMilliseconds > int.MaxValue)) { throw new ArgumentOutOfRangeException( "timeout", "Timeout must be either -1 or positive and less than 2^31" ); } #if NO_EXITCONTEXT return WaitOne((int)totalMilliseconds); #else return WaitOne((int)totalMilliseconds, exitContext); #endif } /// /// Releases a lock on the resource. Note that for a reverse counting semaphore, /// it is legal to Release() the resource before locking it. /// public void Release() { // Release one lock on the resource int newFree = Interlocked.Increment(ref this.free); // Wake up any threads waiting for the resource to become available this.manualResetEvent.Set(); } /// Creates the event used to make threads wait for the resource private void createEvent() { this.manualResetEvent = new ManualResetEvent(false); base.SafeWaitHandle = this.manualResetEvent.SafeWaitHandle; } /// Event used to make threads wait if the semaphore is full private ManualResetEvent manualResetEvent; /// Number of users currently accessing the resource /// /// Since this is a reverse counting semaphore, it will be negative if /// the resource is available and 0 if the semaphore is full. /// private int free; } } // namespace Nuclex.Support