namespace System.Collections
{
using System.Threading;
///
/// Same as Queue except Dequeue function blocks until there is an object to return.
/// Note: This class does not need to be synchronized
///
public class BlockingQueue : Queue
{
private bool open;
///
/// Create new BlockingQueue.
///
/// The System.Collections.ICollection to copy elements from
public BlockingQueue(ICollection col)
: base(col)
{
open = true;
}
///
/// Create new BlockingQueue.
///
/// The initial number of elements that the queue can contain
/// The factor by which the capacity of the queue is expanded
public BlockingQueue(int capacity, float growFactor)
: base(capacity, growFactor)
{
open = true;
}
///
/// Create new BlockingQueue.
///
/// The initial number of elements that the queue can contain
public BlockingQueue(int capacity)
: base(capacity)
{
open = true;
}
///
/// Create new BlockingQueue.
///
public BlockingQueue()
: base()
{
open = true;
}
///
/// BlockingQueue Destructor (Close queue, resume any waiting thread).
///
~BlockingQueue()
{
Close();
}
///
/// Remove all objects from the Queue.
///
public override void Clear()
{
lock (base.SyncRoot)
{
base.Clear();
}
}
///
/// Remove all objects from the Queue, resume all dequeue threads.
///
public void Close()
{
lock (base.SyncRoot)
{
open = false;
base.Clear();
Monitor.PulseAll(base.SyncRoot); // resume any waiting threads
}
}
///
/// Removes and returns the object at the beginning of the Queue.
///
/// Object in queue.
public override object Dequeue()
{
return Dequeue(Timeout.Infinite);
}
///
/// Removes and returns the object at the beginning of the Queue.
///
/// time to wait before returning
/// Object in queue.
public object Dequeue(TimeSpan timeout)
{
return Dequeue(timeout.Milliseconds);
}
///
/// Removes and returns the object at the beginning of the Queue.
///
/// time to wait before returning (in milliseconds)
/// Object in queue.
public object Dequeue(int timeout)
{
lock (base.SyncRoot)
{
while (open && (base.Count == 0))
{
if (!Monitor.Wait(base.SyncRoot, timeout))
throw new InvalidOperationException("Timeout");
}
if (open)
return base.Dequeue();
else
throw new InvalidOperationException("Queue Closed");
}
}
///
/// Adds an object to the end of the Queue.
///
/// Object to put in queue
public override void Enqueue(object obj)
{
lock (base.SyncRoot)
{
base.Enqueue(obj);
Monitor.Pulse(base.SyncRoot);
}
}
///
/// Open Queue.
///
public void Open()
{
lock (base.SyncRoot)
{
open = true;
}
}
///
/// Gets flag indicating if queue has been closed.
///
public bool Closed
{
get { return !open; }
}
}
}