Kit.Core/LibExternal/System.Reactive/Concurrency/ThreadPoolScheduler.cs

228 lines
9.1 KiB
C#

// 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.
#if !LEGACY_WINRT
using System.Reactive.Disposables;
using System.Threading;
namespace System.Reactive.Concurrency
{
/// <summary>
/// Represents an object that schedules units of work on the CLR thread pool.
/// </summary>
/// <seealso cref="Instance">Singleton instance of this type exposed through this static property.</seealso>
public sealed class ThreadPoolScheduler : LocalScheduler, ISchedulerLongRunning, ISchedulerPeriodic
{
private static readonly Lazy<ThreadPoolScheduler> LazyInstance = new(static () => new ThreadPoolScheduler());
private static readonly Lazy<NewThreadScheduler> LazyNewBackgroundThread = new(static () => new NewThreadScheduler(action => new Thread(action) { IsBackground = true }));
/// <summary>
/// Gets the singleton instance of the CLR thread pool scheduler.
/// </summary>
public static ThreadPoolScheduler Instance => LazyInstance.Value;
private ThreadPoolScheduler()
{
}
/// <summary>
/// Schedules an action to be executed.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">State passed to the action to be executed.</param>
/// <param name="action">Action to be executed.</param>
/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
public override IDisposable Schedule<TState>(TState state, Func<IScheduler, TState, IDisposable> action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
var workItem = new UserWorkItem<TState>(this, state, action);
ThreadPool.QueueUserWorkItem(
static closureWorkItem => ((UserWorkItem<TState>)closureWorkItem!).Run(),
workItem);
return workItem;
}
/// <summary>
/// Schedules an action to be executed after dueTime, using a System.Threading.Timer object.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">State passed to the action to be executed.</param>
/// <param name="action">Action to be executed.</param>
/// <param name="dueTime">Relative time after which to execute the action.</param>
/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
public override IDisposable Schedule<TState>(TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
var dt = Scheduler.Normalize(dueTime);
if (dt.Ticks == 0)
{
return Schedule(state, action);
}
var workItem = new UserWorkItem<TState>(this, state, action);
workItem.CancelQueueDisposable = new Timer(
static closureWorkItem => ((UserWorkItem<TState>)closureWorkItem!).Run(),
workItem,
dt,
Timeout.InfiniteTimeSpan);
return workItem;
}
/// <summary>
/// Schedules a long-running task by creating a new thread. Cancellation happens through polling.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">State passed to the action to be executed.</param>
/// <param name="action">Action to be executed.</param>
/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
public IDisposable ScheduleLongRunning<TState>(TState state, Action<TState, ICancelable> action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
return LazyNewBackgroundThread.Value.ScheduleLongRunning(state, action);
}
/// <summary>
/// Starts a new stopwatch object.
/// </summary>
/// <returns>New stopwatch object; started at the time of the request.</returns>
public override IStopwatch StartStopwatch()
{
//
// Strictly speaking, this explicit override is not necessary because the base implementation calls into
// the enlightenment module to obtain the CAL, which would circle back to System.Reactive.PlatformServices
// where we're currently running. This is merely a short-circuit to avoid the additional roundtrip.
//
return new StopwatchImpl();
}
/// <summary>
/// Schedules a periodic piece of work, using a System.Threading.Timer object.
/// </summary>
/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
/// <param name="state">Initial state passed to the action upon the first iteration.</param>
/// <param name="period">Period for running the work periodically.</param>
/// <param name="action">Action to be executed, potentially updating the state.</param>
/// <returns>The disposable object used to cancel the scheduled recurring action (best effort).</returns>
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="period"/> is less than zero.</exception>
public IDisposable SchedulePeriodic<TState>(TState state, TimeSpan period, Func<TState, TState> action)
{
if (period < TimeSpan.Zero)
{
throw new ArgumentOutOfRangeException(nameof(period));
}
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
if (period == TimeSpan.Zero)
{
return new FastPeriodicTimer<TState>(state, action);
}
return new PeriodicTimer<TState>(state, period, action);
}
private sealed class FastPeriodicTimer<TState> : IDisposable
{
private TState _state;
private Func<TState, TState> _action;
private volatile bool _disposed;
public FastPeriodicTimer(TState state, Func<TState, TState> action)
{
_state = state;
_action = action;
ThreadPool.QueueUserWorkItem(static @this => Tick(@this!), this); // Replace with method group as soon as Roslyn will cache the delegate then.
}
private static void Tick(object state)
{
var timer = (FastPeriodicTimer<TState>)state;
if (!timer._disposed)
{
timer._state = timer._action(timer._state);
ThreadPool.QueueUserWorkItem(static t => Tick(t!), timer);
}
}
public void Dispose()
{
_disposed = true;
_action = Stubs<TState>.I;
}
}
private sealed class PeriodicTimer<TState> : IDisposable
{
private TState _state;
private Func<TState, TState> _action;
private readonly AsyncLock _gate;
private volatile Timer? _timer;
public PeriodicTimer(TState state, TimeSpan period, Func<TState, TState> action)
{
_state = state;
_action = action;
_gate = new AsyncLock();
//
// Rooting of the timer happens through the this.Tick delegate's target object,
// which is the current instance and has a field to store the Timer instance.
//
_timer = new Timer(static @this => ((PeriodicTimer<TState>)@this!).Tick(), this, period, period);
}
private void Tick()
{
_gate.Wait(
this,
@this =>
{
@this._state = @this._action(@this._state);
});
}
public void Dispose()
{
var timer = _timer;
if (timer != null)
{
_action = Stubs<TState>.I;
_timer = null;
timer.Dispose();
_gate.Dispose();
}
}
}
}
}
#endif