using System;
using System.Threading;
using System.Diagnostics;
namespace Amib.Threading.Internal
{
///
/// Holds a callback delegate and the state for that delegate.
///
public partial class WorkItem : IHasWorkItemPriority
{
#region WorkItemState enum
///
/// Indicates the state of the work item in the thread pool
///
private enum WorkItemState
{
InQueue = 0, // Nexts: InProgress, Canceled
InProgress = 1, // Nexts: Completed, Canceled
Completed = 2, // Stays Completed
Canceled = 3, // Stays Canceled
}
private static bool IsValidStatesTransition(WorkItemState currentState, WorkItemState nextState)
{
bool valid = false;
switch (currentState)
{
case WorkItemState.InQueue:
valid = (WorkItemState.InProgress == nextState) || (WorkItemState.Canceled == nextState);
break;
case WorkItemState.InProgress:
valid = (WorkItemState.Completed == nextState) || (WorkItemState.Canceled == nextState);
break;
case WorkItemState.Completed:
case WorkItemState.Canceled:
// Cannot be changed
break;
default:
// Unknown state
Debug.Assert(false);
break;
}
return valid;
}
#endregion
#region Fields
///
/// Callback delegate for the callback.
///
private readonly WorkItemCallback _callback;
///
/// State with which to call the callback delegate.
///
private object _state;
///
/// Stores the caller's context
///
private ExecutionContext _callerContext = null;
///
/// Holds the result of the mehtod
///
private object _result;
///
/// Hold the exception if the method threw it
///
private Exception _exception;
///
/// Hold the state of the work item
///
private WorkItemState _workItemState;
///
/// A ManualResetEvent to indicate that the result is ready
///
private ManualResetEvent _workItemCompleted;
///
/// A reference count to the _workItemCompleted.
/// When it reaches to zero _workItemCompleted is Closed
///
private int _workItemCompletedRefCount;
///
/// Represents the result state of the work item
///
private readonly WorkItemResult _workItemResult;
///
/// Work item info
///
private readonly WorkItemInfo _workItemInfo;
///
/// Called when the WorkItem starts
///
private event WorkItemStateCallback _workItemStartedEvent;
///
/// Called when the WorkItem completes
///
private event WorkItemStateCallback _workItemCompletedEvent;
///
/// A reference to an object that indicates whatever the
/// WorkItemsGroup has been canceled
///
private CanceledWorkItemsGroup _canceledWorkItemsGroup = CanceledWorkItemsGroup.NotCanceledWorkItemsGroup;
///
/// A reference to an object that indicates whatever the
/// SmartThreadPool has been canceled
///
private CanceledWorkItemsGroup _canceledSmartThreadPool = CanceledWorkItemsGroup.NotCanceledWorkItemsGroup;
///
/// The work item group this work item belong to.
///
private readonly IWorkItemsGroup _workItemsGroup;
///
/// The thread that executes this workitem.
/// This field is available for the period when the work item is executed, before and after it is null.
///
private Thread _executingThread;
///
/// The absulote time when the work item will be timeout
///
private long _expirationTime;
#region Performance Counter fields
///
/// Stores how long the work item waited on the stp queue
///
private Stopwatch _waitingOnQueueStopwatch;
///
/// Stores how much time it took the work item to execute after it went out of the queue
///
private Stopwatch _processingStopwatch;
#endregion
#endregion
#region Properties
public TimeSpan WaitingTime
{
get
{
return _waitingOnQueueStopwatch.Elapsed;
}
}
public TimeSpan ProcessTime
{
get
{
return _processingStopwatch.Elapsed;
}
}
internal WorkItemInfo WorkItemInfo
{
get
{
return _workItemInfo;
}
}
#endregion
#region Construction
///
/// Initialize the callback holding object.
///
/// The workItemGroup of the workitem
/// The WorkItemInfo of te workitem
/// Callback delegate for the callback.
/// State with which to call the callback delegate.
///
/// We assume that the WorkItem object is created within the thread
/// that meant to run the callback
public WorkItem(
IWorkItemsGroup workItemsGroup,
WorkItemInfo workItemInfo,
WorkItemCallback callback,
object state)
{
_workItemsGroup = workItemsGroup;
_workItemInfo = workItemInfo;
if (_workItemInfo.UseCallerCallContext && !ExecutionContext.IsFlowSuppressed())
{
ExecutionContext ec = ExecutionContext.Capture();
if(ec != null)
_callerContext = ec.CreateCopy();
ec.Dispose();
ec = null;
}
_callback = callback;
_state = state;
_workItemResult = new WorkItemResult(this);
Initialize();
}
internal void Initialize()
{
// The _workItemState is changed directly instead of using the SetWorkItemState
// method since we don't want to go throught IsValidStateTransition.
_workItemState = WorkItemState.InQueue;
_workItemCompleted = null;
_workItemCompletedRefCount = 0;
_waitingOnQueueStopwatch = new Stopwatch();
_processingStopwatch = new Stopwatch();
_expirationTime =
_workItemInfo.Timeout > 0 ?
DateTime.UtcNow.Ticks + _workItemInfo.Timeout * TimeSpan.TicksPerMillisecond :
long.MaxValue;
}
internal bool WasQueuedBy(IWorkItemsGroup workItemsGroup)
{
return (workItemsGroup == _workItemsGroup);
}
#endregion
#region Methods
internal CanceledWorkItemsGroup CanceledWorkItemsGroup
{
get { return _canceledWorkItemsGroup; }
set { _canceledWorkItemsGroup = value; }
}
internal CanceledWorkItemsGroup CanceledSmartThreadPool
{
get { return _canceledSmartThreadPool; }
set { _canceledSmartThreadPool = value; }
}
///
/// Change the state of the work item to in progress if it wasn't canceled.
///
///
/// Return true on success or false in case the work item was canceled.
/// If the work item needs to run a post execute then the method will return true.
///
public bool StartingWorkItem()
{
_waitingOnQueueStopwatch.Stop();
_processingStopwatch.Start();
lock (this)
{
if (IsCanceled)
{
bool result = false;
if ((_workItemInfo.PostExecuteWorkItemCallback != null) &&
((_workItemInfo.CallToPostExecute & CallToPostExecute.WhenWorkItemCanceled) == CallToPostExecute.WhenWorkItemCanceled))
{
result = true;
}
return result;
}
Debug.Assert(WorkItemState.InQueue == GetWorkItemState());
// No need for a lock yet, only after the state has changed to InProgress
_executingThread = Thread.CurrentThread;
SetWorkItemState(WorkItemState.InProgress);
}
return true;
}
///
/// Execute the work item and the post execute
///
public void Execute()
{
CallToPostExecute currentCallToPostExecute = 0;
// Execute the work item if we are in the correct state
switch (GetWorkItemState())
{
case WorkItemState.InProgress:
currentCallToPostExecute |= CallToPostExecute.WhenWorkItemNotCanceled;
ExecuteWorkItem();
break;
case WorkItemState.Canceled:
currentCallToPostExecute |= CallToPostExecute.WhenWorkItemCanceled;
break;
default:
Debug.Assert(false);
throw new NotSupportedException();
}
// Run the post execute as needed
if ((currentCallToPostExecute & _workItemInfo.CallToPostExecute) != 0)
{
PostExecute();
}
_processingStopwatch.Stop();
}
internal void FireWorkItemCompleted()
{
try
{
_workItemCompletedEvent?.Invoke(this);
}
catch // Suppress exceptions
{ }
}
internal void FireWorkItemStarted()
{
try
{
_workItemStartedEvent?.Invoke(this);
}
catch // Suppress exceptions
{ }
}
///
/// Execute the work item
///
private void ExecuteWorkItem()
{
Exception exception = null;
object result = null;
try
{
try
{
if(_callerContext == null)
result = _callback(_state);
else
{
ContextCallback _ccb = new ContextCallback( o =>
{
result =_callback(o);
});
ExecutionContext.Run(_callerContext, _ccb, _state);
}
}
catch (Exception e)
{
// Save the exception so we can rethrow it later
exception = e;
}
// Remove the value of the execution thread, so it will be impossible to cancel the work item,
// since it is already completed.
// Cancelling a work item that already completed may cause the abortion of the next work item!!!
Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread);
if (null == executionThread)
{
// Oops! we are going to be aborted..., Wait here so we can catch the ThreadAbortException
Thread.Sleep(60 * 1000);
// If after 1 minute this thread was not aborted then let it continue working.
}
}
// We must treat the ThreadAbortException or else it will be stored in the exception variable
catch (ThreadAbortException tae)
{
tae.GetHashCode();
// Check if the work item was cancelled
// If we got a ThreadAbortException and the STP is not shutting down, it means the
// work items was cancelled.
if (!SmartThreadPool.CurrentThreadEntry.AssociatedSmartThreadPool.IsShuttingdown)
{
Thread.ResetAbort();
}
}
if (!SmartThreadPool.IsWorkItemCanceled)
{
SetResult(result, exception);
}
}
///
/// Runs the post execute callback
///
private void PostExecute()
{
if (null != _workItemInfo.PostExecuteWorkItemCallback)
{
try
{
_workItemInfo.PostExecuteWorkItemCallback(_workItemResult);
}
catch (Exception e)
{
Debug.Assert(null != e);
}
}
}
///
/// Set the result of the work item to return
///
/// The result of the work item
/// The exception that was throw while the workitem executed, null
/// if there was no exception.
internal void SetResult(object result, Exception exception)
{
_result = result;
_exception = exception;
SignalComplete(false);
}
///
/// Returns the work item result
///
/// The work item result
internal IWorkItemResult GetWorkItemResult()
{
return _workItemResult;
}
///
/// Wait for all work items to complete
///
/// Array of work item result objects
/// The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.
///
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
///
/// A cancel wait handle to interrupt the wait if needed
///
/// true when every work item in waitableResults has completed; otherwise false.
///
internal static bool WaitAll( IWaitableResult[] waitableResults, int millisecondsTimeout, bool exitContext,
WaitHandle cancelWaitHandle)
{
if (0 == waitableResults.Length)
{
return true;
}
bool success;
WaitHandle[] waitHandles = new WaitHandle[waitableResults.Length];
GetWaitHandles(waitableResults, waitHandles);
if ((null == cancelWaitHandle) && (waitHandles.Length <= 64))
{
success = STPEventWaitHandle.WaitAll(waitHandles, millisecondsTimeout, exitContext);
}
else
{
success = true;
int millisecondsLeft = millisecondsTimeout;
Stopwatch stopwatch = Stopwatch.StartNew();
WaitHandle[] whs;
if (null != cancelWaitHandle)
{
whs = new WaitHandle[] { null, cancelWaitHandle };
}
else
{
whs = new WaitHandle[] { null };
}
bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout);
// Iterate over the wait handles and wait for each one to complete.
// We cannot use WaitHandle.WaitAll directly, because the cancelWaitHandle
// won't affect it.
// Each iteration we update the time left for the timeout.
for (int i = 0; i < waitableResults.Length; ++i)
{
// WaitAny don't work with negative numbers
if (!waitInfinitely && (millisecondsLeft < 0))
{
success = false;
break;
}
whs[0] = waitHandles[i];
int result = STPEventWaitHandle.WaitAny(whs, millisecondsLeft, exitContext);
if ((result > 0) || (STPEventWaitHandle.WaitTimeout == result))
{
success = false;
break;
}
if (!waitInfinitely)
{
// Update the time left to wait
millisecondsLeft = millisecondsTimeout - (int)stopwatch.ElapsedMilliseconds;
}
}
}
// Release the wait handles
ReleaseWaitHandles(waitableResults);
return success;
}
///
/// Waits for any of the work items in the specified array to complete, cancel, or timeout
///
/// Array of work item result objects
/// The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.
///
/// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false.
///
/// A cancel wait handle to interrupt the wait if needed
///
/// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled.
///
internal static int WaitAny(
IWaitableResult[] waitableResults,
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
WaitHandle[] waitHandles;
if (null != cancelWaitHandle)
{
waitHandles = new WaitHandle[waitableResults.Length + 1];
GetWaitHandles(waitableResults, waitHandles);
waitHandles[waitableResults.Length] = cancelWaitHandle;
}
else
{
waitHandles = new WaitHandle[waitableResults.Length];
GetWaitHandles(waitableResults, waitHandles);
}
int result = STPEventWaitHandle.WaitAny(waitHandles, millisecondsTimeout, exitContext);
// Treat cancel as timeout
if (null != cancelWaitHandle)
{
if (result == waitableResults.Length)
{
result = STPEventWaitHandle.WaitTimeout;
}
}
ReleaseWaitHandles(waitableResults);
return result;
}
///
/// Fill an array of wait handles with the work items wait handles.
///
/// An array of work item results
/// An array of wait handles to fill
private static void GetWaitHandles(
IWaitableResult[] waitableResults,
WaitHandle[] waitHandles)
{
for (int i = 0; i < waitableResults.Length; ++i)
{
WorkItemResult wir = waitableResults[i].GetWorkItemResult() as WorkItemResult;
Debug.Assert(null != wir, "All waitableResults must be WorkItemResult objects");
waitHandles[i] = wir.GetWorkItem().GetWaitHandle();
}
}
///
/// Release the work items' wait handles
///
/// An array of work item results
private static void ReleaseWaitHandles(IWaitableResult[] waitableResults)
{
for (int i = 0; i < waitableResults.Length; ++i)
{
WorkItemResult wir = (WorkItemResult)waitableResults[i].GetWorkItemResult();
wir.GetWorkItem().ReleaseWaitHandle();
}
}
#endregion
#region Private Members
private WorkItemState GetWorkItemState()
{
lock (this)
{
if (WorkItemState.Completed == _workItemState)
{
return _workItemState;
}
long nowTicks = DateTime.UtcNow.Ticks;
if (WorkItemState.Canceled != _workItemState && nowTicks > _expirationTime)
{
_workItemState = WorkItemState.Canceled;
}
if (WorkItemState.InProgress == _workItemState)
{
return _workItemState;
}
if (CanceledSmartThreadPool.IsCanceled || CanceledWorkItemsGroup.IsCanceled)
{
return WorkItemState.Canceled;
}
return _workItemState;
}
}
///
/// Sets the work item's state
///
/// The state to set the work item to
private void SetWorkItemState(WorkItemState workItemState)
{
lock (this)
{
if (IsValidStatesTransition(_workItemState, workItemState))
{
_workItemState = workItemState;
}
}
}
///
/// Signals that work item has been completed or canceled
///
/// Indicates that the work item has been canceled
private void SignalComplete(bool canceled)
{
SetWorkItemState(canceled ? WorkItemState.Canceled : WorkItemState.Completed);
lock (this)
{
// If someone is waiting then signal.
if (null != _workItemCompleted)
{
_workItemCompleted.Set();
}
}
}
internal void WorkItemIsQueued()
{
_waitingOnQueueStopwatch.Start();
}
#endregion
#region Members exposed by WorkItemResult
///
/// Cancel the work item if it didn't start running yet.
///
/// Returns true on success or false if the work item is in progress or already completed
private bool Cancel(bool abortExecution)
{
bool success = false;
bool signalComplete = false;
lock (this)
{
switch (GetWorkItemState())
{
case WorkItemState.Canceled:
//Debug.WriteLine("Work item already canceled");
if (abortExecution)
{
Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread);
if (null != executionThread)
{
executionThread.Abort(); // "Cancel"
// No need to signalComplete, because we already cancelled this work item
// so it already signaled its completion.
//signalComplete = true;
}
}
success = true;
break;
case WorkItemState.Completed:
//Debug.WriteLine("Work item cannot be canceled");
break;
case WorkItemState.InProgress:
if (abortExecution)
{
Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread);
if (null != executionThread)
{
executionThread.Abort(); // "Cancel"
success = true;
signalComplete = true;
}
}
else
{
// **************************
// Stock SmartThreadPool 2.2.3 sets these to true and relies on the thread to check the
// WorkItem cancellation status. However, OpenSimulator uses a different mechanism to notify
// scripts of co-operative termination and the abort code also relies on this method
// returning false in order to implement a small wait.
//
// Therefore, as was the case previously with STP, we will not signal successful cancellation
// here. It's possible that OpenSimulator code could be changed in the future to remove
// the need for this change.
// **************************
success = false;
signalComplete = false;
}
break;
case WorkItemState.InQueue:
// Signal to the wait for completion that the work
// item has been completed (canceled). There is no
// reason to wait for it to get out of the queue
signalComplete = true;
//Debug.WriteLine("Work item canceled");
success = true;
break;
}
if (signalComplete)
{
SignalComplete(true);
}
}
return success;
}
///
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits for the result, timeout, or cancel.
/// In case of error the method throws and exception
///
/// The result of the work item
private object GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle)
{
Exception e;
object result = GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e);
if (null != e)
{
throw new WorkItemResultException("The work item caused an excpetion, see the inner exception for details", e);
}
return result;
}
///
/// Get the result of the work item.
/// If the work item didn't run yet then the caller waits for the result, timeout, or cancel.
/// In case of error the e argument is filled with the exception
///
/// The result of the work item
private object GetResult(
int millisecondsTimeout,
bool exitContext,
WaitHandle cancelWaitHandle,
out Exception e)
{
e = null;
// Check for cancel
if (WorkItemState.Canceled == GetWorkItemState())
{
throw new WorkItemCancelException("Work item canceled");
}
// Check for completion
if (IsCompleted)
{
e = _exception;
return _result;
}
// If no cancelWaitHandle is provided
if (null == cancelWaitHandle)
{
WaitHandle wh = GetWaitHandle();
bool timeout = !STPEventWaitHandle.WaitOne(wh, millisecondsTimeout, exitContext);
ReleaseWaitHandle();
if (timeout)
{
throw new WorkItemTimeoutException("Work item timeout");
}
}
else
{
WaitHandle wh = GetWaitHandle();
int result = STPEventWaitHandle.WaitAny(new WaitHandle[] { wh, cancelWaitHandle });
ReleaseWaitHandle();
switch (result)
{
case 0:
// The work item signaled
// Note that the signal could be also as a result of canceling the
// work item (not the get result)
break;
case 1:
case STPEventWaitHandle.WaitTimeout:
throw new WorkItemTimeoutException("Work item timeout");
default:
Debug.Assert(false);
break;
}
}
// Check for cancel
if (WorkItemState.Canceled == GetWorkItemState())
{
throw new WorkItemCancelException("Work item canceled");
}
Debug.Assert(IsCompleted);
e = _exception;
// Return the result
return _result;
}
///
/// A wait handle to wait for completion, cancel, or timeout
///
private WaitHandle GetWaitHandle()
{
lock (this)
{
if (null == _workItemCompleted)
{
_workItemCompleted = new ManualResetEvent(IsCompleted);
}
++_workItemCompletedRefCount;
}
return _workItemCompleted;
}
private void ReleaseWaitHandle()
{
lock (this)
{
if (null != _workItemCompleted)
{
--_workItemCompletedRefCount;
if (0 == _workItemCompletedRefCount)
{
_workItemCompleted.Close();
_workItemCompleted = null;
}
}
}
}
///
/// Returns true when the work item has completed or canceled
///
private bool IsCompleted
{
get
{
lock (this)
{
WorkItemState workItemState = GetWorkItemState();
return ((workItemState == WorkItemState.Completed) ||
(workItemState == WorkItemState.Canceled));
}
}
}
///
/// Returns true when the work item has canceled
///
public bool IsCanceled
{
get
{
lock (this)
{
return (GetWorkItemState() == WorkItemState.Canceled);
}
}
}
#endregion
#region IHasWorkItemPriority Members
///
/// Returns the priority of the work item
///
public WorkItemPriority WorkItemPriority
{
get
{
return _workItemInfo.WorkItemPriority;
}
}
#endregion
internal event WorkItemStateCallback OnWorkItemStarted
{
add
{
_workItemStartedEvent += value;
}
remove
{
_workItemStartedEvent -= value;
}
}
internal event WorkItemStateCallback OnWorkItemCompleted
{
add
{
_workItemCompletedEvent += value;
}
remove
{
_workItemCompletedEvent -= value;
}
}
public void DisposeOfState()
{
if(_callerContext != null)
{
_callerContext.Dispose();
_callerContext = null;
}
if (_workItemInfo.DisposeOfStateObjects)
{
IDisposable disp = _state as IDisposable;
if (null != disp)
{
disp.Dispose();
_state = null;
}
}
}
}
}