Created
May 16, 2018 10:33
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/// <summary> | |
/// Asynchronous lock with stateful actions to execute. | |
/// </summary> | |
internal sealed class AsyncLock<TState> : IDisposable | |
{ | |
struct Work | |
{ | |
internal TState state; | |
internal Action<TState> action; | |
} | |
private object guard = new object(); | |
private Queue<Work> queue; | |
private bool isAcquired = false; | |
private bool hasFaulted = false; | |
/// <summary> | |
/// Queues the action for execution. If the caller acquires the lock and becomes the owner, | |
/// the queue is processed. If the lock is already owned, the action is queued and will get | |
/// processed by the owner. | |
/// </summary> | |
/// <param name="state">The state to pass to the given action.</param> | |
/// <param name="action">Action to queue for execution.</param> | |
/// <exception cref="ArgumentNullException"><paramref name="action"/> is <c>null</c>.</exception> | |
public void Wait(TState state, Action<TState> action) | |
{ | |
if (action == null) | |
throw new ArgumentNullException(nameof(action)); | |
// allow one thread to update the state | |
lock (guard) | |
{ | |
// if a previous action crashed, ignore any future actions | |
if (hasFaulted) | |
{ | |
return; | |
} | |
// if the "lock" is busy, queue up the extra work | |
// otherwise there is no need to queue up "action" | |
if (isAcquired) | |
{ | |
// create the queue if necessary | |
var q = queue; | |
if (q == null) | |
{ | |
q = new Queue<Work>(); | |
queue = q; | |
} | |
// enqueue the work | |
q.Enqueue(new Work { state = state, action = action }); | |
return; | |
} | |
// indicate there is processing going on | |
isAcquired = true; | |
} | |
// if we get here, execute the "action" first | |
for (; ; ) | |
{ | |
try | |
{ | |
action(state); | |
} | |
catch | |
{ | |
// the execution failed, terminate this AsyncLock | |
lock (guard) | |
{ | |
// throw away the queue | |
queue = null; | |
// report fault | |
hasFaulted = true; | |
} | |
throw; | |
} | |
// execution succeeded, let's see if more work has to be done | |
lock (guard) | |
{ | |
var q = queue; | |
// either there is no queue yet or we run out of work | |
if (q == null || q.Count == 0) | |
{ | |
// release the lock | |
isAcquired = false; | |
return; | |
} | |
// get the next work action | |
var work = q.Dequeue(); | |
state = work.state; | |
action = work.action; | |
} | |
// loop back and execute the action | |
} | |
} | |
/// <summary> | |
/// Clears the work items in the queue and drops further work being queued. | |
/// </summary> | |
public void Dispose() | |
{ | |
lock (guard) | |
{ | |
queue = null; | |
hasFaulted = true; | |
} | |
} | |
} |
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