BlockingQueue.cs 4.0 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System.Collections.Generic;
  28. using System.Threading;
  29. namespace OpenSim.Framework
  30. {
  31. public class BlockingQueue<T>
  32. {
  33. private readonly Queue<T> m_pqueue = new Queue<T>();
  34. private readonly Queue<T> m_queue = new Queue<T>();
  35. private readonly object m_queueSync = new object();
  36. public void PriorityEnqueue(T value)
  37. {
  38. lock (m_queueSync)
  39. {
  40. m_pqueue.Enqueue(value);
  41. Monitor.Pulse(m_queueSync);
  42. }
  43. }
  44. public void Enqueue(T value)
  45. {
  46. lock (m_queueSync)
  47. {
  48. m_queue.Enqueue(value);
  49. Monitor.Pulse(m_queueSync);
  50. }
  51. }
  52. public T Dequeue()
  53. {
  54. lock (m_queueSync)
  55. {
  56. if (m_queue.Count < 1 && m_pqueue.Count < 1)
  57. {
  58. Monitor.Wait(m_queueSync);
  59. }
  60. if (m_pqueue.Count > 0)
  61. return m_pqueue.Dequeue();
  62. if (m_queue.Count > 0)
  63. return m_queue.Dequeue();
  64. return default(T);
  65. }
  66. }
  67. public T Dequeue(int msTimeout)
  68. {
  69. lock (m_queueSync)
  70. {
  71. if (m_queue.Count < 1 && m_pqueue.Count < 1)
  72. {
  73. Monitor.Wait(m_queueSync, msTimeout);
  74. }
  75. if (m_pqueue.Count > 0)
  76. return m_pqueue.Dequeue();
  77. if (m_queue.Count > 0)
  78. return m_queue.Dequeue();
  79. return default(T);
  80. }
  81. }
  82. public bool Contains(T item)
  83. {
  84. lock (m_queueSync)
  85. {
  86. if (m_pqueue.Contains(item))
  87. return true;
  88. return m_queue.Contains(item);
  89. }
  90. }
  91. public int Count()
  92. {
  93. lock (m_queueSync)
  94. {
  95. return m_queue.Count+m_pqueue.Count;
  96. }
  97. }
  98. public T[] GetQueueArray()
  99. {
  100. lock (m_queueSync)
  101. {
  102. return m_queue.ToArray();
  103. }
  104. }
  105. public void Clear()
  106. {
  107. lock (m_queueSync)
  108. {
  109. m_pqueue.Clear();
  110. m_queue.Clear();
  111. Monitor.Pulse(m_queueSync);
  112. }
  113. }
  114. }
  115. }