09247541f2
git-svn-id: file:///srv/devel/repo-conversion/nusu@176 d2e56fa2-650e-0410-a79f-9358c0239efd
292 lines
11 KiB
C#
292 lines
11 KiB
C#
#region CPL License
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/*
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Nuclex Framework
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Copyright (C) 2002-2009 Nuclex Development Labs
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This library is free software; you can redistribute it and/or
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modify it under the terms of the IBM Common Public License as
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published by the IBM Corporation; either version 1.0 of the
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License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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IBM Common Public License for more details.
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You should have received a copy of the IBM Common Public
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License along with this library
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*/
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#endregion
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using System;
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using System.Threading;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Nuclex.Support {
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/// <summary>Alternative Thread pool providing one thread for each core</summary>
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/// <remarks>
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/// <para>
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/// Unlike the normal thread pool, the affine thread pool provides only as many
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/// threads as there are CPU cores available on the current platform. This makes
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/// it more suitable for tasks you want to spread across all available cpu cores
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/// explicitely, however, it's not a good match if you just want to run a series
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/// of tasks asynchronously.
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/// </para>
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/// <para>
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/// Implementation based on original code provided by Stephen Toub
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/// (stoub at microsoft ignorethis dot com)
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/// </para>
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/// </remarks>
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public static class AffineThreadPool {
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/// <summary>Number of CPU cores available on the system</summary>
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#if XBOX360
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public static readonly int CpuCores = 4;
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#else
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public static readonly int CpuCores = Environment.ProcessorCount;
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#endif
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/// <summary>Delegate used by the thread pool to report unhandled exceptions</summary>
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/// <param name="exception">Exception that has not been handled</param>
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public delegate void ExceptionDelegate(Exception exception);
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#region class UserWorkItem
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/// <summary>Used to hold a callback delegate and the state for that delegate.</summary>
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private struct UserWorkItem {
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/// <summary>Initialize the callback holding object.</summary>
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/// <param name="callback">Callback delegate for the callback.</param>
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/// <param name="state">State with which to call the callback delegate.</param>
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public UserWorkItem(WaitCallback callback, object state) {
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this.Callback = callback;
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this.State = state;
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}
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/// <summary>Callback delegate for the callback.</summary>
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public WaitCallback Callback;
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/// <summary>State with which to call the callback delegate.</summary>
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public object State;
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}
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#endregion // class UserWorkItem
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/// <summary>Initializes the thread pool</summary>
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static AffineThreadPool() {
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// Create our thread stores; we handle synchronization ourself
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// as we may run into situations where multiple operations need to be atomic.
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// We keep track of the threads we've created just for good measure; not actually
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// needed for any core functionality.
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workAvailable = new AutoResetEvent(false);
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userWorkItems = new Queue<UserWorkItem>(CpuCores * 4);
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workerThreads = new List<Thread>(CpuCores);
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inUseThreads = 0;
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#if XBOX360
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// We can only use these hardware thread indices on the XBox 360
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hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
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#else
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// We can use all cores in the PC, starting from index 1
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hardwareThreads = new Queue<int>(CpuCores);
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for(int core = CpuCores; core >= 1; --core) {
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hardwareThreads.Enqueue(core);
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}
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#endif
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// Create all of the worker threads
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for(int index = 0; index < CpuCores; index++) {
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// Create a new thread and add it to the list of threads.
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Thread newThread = new Thread(new ThreadStart(ProcessQueuedItems));
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workerThreads.Add(newThread);
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// Configure the new thread and start it
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newThread.Name = "Nuclex.Support.AffineThreadPool Thread #" + index.ToString();
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newThread.IsBackground = true;
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newThread.Start();
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}
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}
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/// <summary>Queues a user work item to the thread pool</summary>
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/// <param name="callback">
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/// A WaitCallback representing the delegate to invoke when a thread in the
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/// thread pool picks up the work item
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/// </param>
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public static void QueueUserWorkItem(WaitCallback callback) {
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// Queue the delegate with no state
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QueueUserWorkItem(callback, null);
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}
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/// <summary>Queues a user work item to the thread pool.</summary>
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/// <param name="callback">
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/// A WaitCallback representing the delegate to invoke when a thread in the
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/// thread pool picks up the work item
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/// </param>
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/// <param name="state">
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/// The object that is passed to the delegate when serviced from the thread pool
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/// </param>
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public static void QueueUserWorkItem(WaitCallback callback, object state) {
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// Create a waiting callback that contains the delegate and its state.
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// Add it to the processing queue, and signal that data is waiting.
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UserWorkItem waiting = new UserWorkItem(callback, state);
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lock(userWorkItems) {
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userWorkItems.Enqueue(waiting);
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}
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// Wake up one of the worker threads so this task will be processed
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workAvailable.Set();
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}
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/// <summary>Gets the number of threads at the disposal of the thread pool</summary>
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public static int MaxThreads { get { return CpuCores; } }
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/// <summary>Gets the number of currently active threads in the thread pool</summary>
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public static int ActiveThreads { get { return inUseThreads; } }
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/// <summary>
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/// Gets the number of callback delegates currently waiting in the thread pool
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/// </summary>
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public static int WaitingWorkItems {
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get {
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lock(userWorkItems) {
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return userWorkItems.Count;
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}
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}
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}
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/// <summary>A thread worker function that processes items from the work queue</summary>
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private static void ProcessQueuedItems() {
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// Get the system/hardware thread index this thread is going to use. We hope that
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// the threads more or less start after each other, but there is no guarantee that
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// tasks will be handled by the CPU cores in the order the queue was filled with.
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// This could be added, though, by using a WaitHandle so the thread creator could
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// wait for each thread to take one entry out of the queue.
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int hardwareThreadIndex;
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lock(hardwareThreads) {
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hardwareThreadIndex = hardwareThreads.Dequeue();
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}
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#if XBOX360
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// On the XBox 360, the only way to get a thread to run on another core is to
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// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
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// be called from the thread whose affinity is being changed.
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Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
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#else
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// Prevent this managed thread from impersonating another system thread.
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// In .NET, managed threads can supposedly be moved to different system threads
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// and, more worryingly, even fibers. This should make sure we're sitting on
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// a normal system thread and stay with that thread during our lifetime.
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Thread.BeginThreadAffinity();
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// Assign the ideal processor, but don't force it. It's not a good idea to
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// circumvent the thread scheduler of a desktop machine, so we try to play nice.
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int threadId = GetCurrentThreadId();
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ProcessThread thread = GetProcessThread(threadId);
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if(thread != null) {
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thread.IdealProcessor = hardwareThreadIndex;
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}
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#endif
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// Keep processing tasks indefinitely
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for(; ; ) {
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UserWorkItem workItem = getNextWorkItem();
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// Execute the work item we just picked up. Make sure to accurately
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// record how many callbacks are currently executing.
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try {
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Interlocked.Increment(ref inUseThreads);
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workItem.Callback(workItem.State);
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}
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catch(Exception exception) { // Make sure we don't throw here.
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ExceptionDelegate exceptionHandler = ExceptionHandler;
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if(exceptionHandler != null) {
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exceptionHandler(exception);
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}
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}
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finally {
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Interlocked.Decrement(ref inUseThreads);
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}
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}
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}
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#if !XBOX360
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/// <summary>Retrieves the ProcessThread for the calling thread</summary>
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/// <returns>The ProcessThread for the calling thread</returns>
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internal static ProcessThread GetProcessThread(int threadId) {
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ProcessThreadCollection threads = Process.GetCurrentProcess().Threads;
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for(int index = 0; index < threads.Count; ++index) {
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if(threads[index].Id == threadId) {
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return threads[index];
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}
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}
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return null;
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}
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#endif
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/// <summary>Obtains the next work item from the queue</summary>
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/// <returns>The next work item in the queue</returns>
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/// <remarks>
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/// If the queue is empty, the call will block until an item is added to
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/// the queue and the calling thread was the one picking it up.
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/// </remarks>
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private static UserWorkItem getNextWorkItem() {
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// Get the next item in the queue. If there is nothing there, go to sleep
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// for a while until we're woken up when a callback is waiting.
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for(; ; ) {
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// Try to get the next callback available. We need to lock on the
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// queue in order to make our count check and retrieval atomic.
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lock(userWorkItems) {
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if(userWorkItems.Count > 0) {
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return userWorkItems.Dequeue();
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}
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}
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// If we can't get one, go to sleep.
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workAvailable.WaitOne();
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}
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}
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/// <summary>Delegate used to handle assertion checks in the code</summary>
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public static volatile ExceptionDelegate ExceptionHandler;
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#if !XBOX360
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/// <summary>Retrieves the calling thread's thread id</summary>
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/// <returns>The thread is of the calling thread</returns>
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[DllImport("kernel32.dll")]
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internal static extern int GetCurrentThreadId();
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#endif
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/// <summary>Available hardware threads the thread pool threads pick from</summary>
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private static Queue<int> hardwareThreads;
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/// <summary>Queue of all the callbacks waiting to be executed.</summary>
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private static Queue<UserWorkItem> userWorkItems;
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/// <summary>
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/// Used to let the threads in the thread pool wait for new work to appear.
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/// </summary>
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private static AutoResetEvent workAvailable;
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/// <summary>List of all worker threads at the disposal of the thread pool.</summary>
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private static List<Thread> workerThreads;
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/// <summary>Number of threads currently active.</summary>
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private static int inUseThreads;
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}
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} // namespace Nuclex.Support
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