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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System.Threading;
namespace System.Runtime
{
[Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)]
internal class SignalGate
{
[Fx.Tag.SynchronizationObject(Blocking = false, Kind = Fx.Tag.SynchronizationKind.InterlockedNoSpin)]
private int _state;
public SignalGate()
{
}
internal bool IsLocked
{
get
{
return _state == GateState.Locked;
}
}
internal bool IsSignalled
{
get
{
return _state == GateState.Signalled;
}
}
// Returns true if this brings the gate to the Signalled state.
// Transitions - Locked -> SignalPending | Completed before it was unlocked
// Unlocked -> Signaled
public bool Signal()
{
int lastState = _state;
if (lastState == GateState.Locked)
{
lastState = Interlocked.CompareExchange(ref _state, GateState.SignalPending, GateState.Locked);
}
if (lastState == GateState.Unlocked)
{
_state = GateState.Signalled;
return true;
}
if (lastState != GateState.Locked)
{
ThrowInvalidSignalGateState();
}
return false;
}
// Returns true if this brings the gate to the Signalled state.
// Transitions - SignalPending -> Signaled | return the AsyncResult since the callback already
// | completed and provided the result on its thread
// Locked -> Unlocked
public bool Unlock()
{
int lastState = _state;
if (lastState == GateState.Locked)
{
lastState = Interlocked.CompareExchange(ref _state, GateState.Unlocked, GateState.Locked);
}
if (lastState == GateState.SignalPending)
{
_state = GateState.Signalled;
return true;
}
if (lastState != GateState.Locked)
{
ThrowInvalidSignalGateState();
}
return false;
}
// This is factored out to allow Signal and Unlock to be inlined.
private void ThrowInvalidSignalGateState()
{
throw Fx.Exception.AsError(new InvalidOperationException(InternalSR.InvalidSemaphoreExit));
}
private static class GateState
{
public const int Locked = 0;
public const int SignalPending = 1;
public const int Unlocked = 2;
public const int Signalled = 3;
}
}
[Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)]
internal class SignalGate<T> : SignalGate
{
private T _result;
public SignalGate()
: base()
{
}
public bool Signal(T result)
{
_result = result;
return Signal();
}
public bool Unlock(out T result)
{
if (Unlock())
{
result = _result;
return true;
}
result = default(T);
return false;
}
}
}
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