#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 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.
///
///
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) {
#if XBOX360
base.Handle = IntPtr.Zero;
#else
base.SafeWaitHandle = null;
#endif
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.
///
public override bool WaitOne(int millisecondsTimeout, bool exitContext) {
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(!this.manualResetEvent.WaitOne(millisecondsTimeout, exitContext)) {
return false;
}
}
} // for(; ; )
}
#if XBOX360
///
/// 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() {
return WaitOne(-1, false);
}
#endif
#if !XBOX360
///
/// 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.
///
public override bool WaitOne(TimeSpan timeout, bool exitContext) {
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"
);
}
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);
#if XBOX360
base.Handle = this.manualResetEvent.Handle;
#else
base.SafeWaitHandle = this.manualResetEvent.SafeWaitHandle;
#endif
}
/// 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