156 lines
4.1 KiB
C#
156 lines
4.1 KiB
C#
/*
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* Copyright (c) 2024, Sjofn LLC
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.co nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Threading;
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using LibreMetaverse.Threading.Disposers;
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namespace LibreMetaverse.Threading
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{
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/// <summary>
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/// A manual reset event that uses only Monitor methods to work, avoiding
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/// operating system events.
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/// </summary>
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public sealed class ManagedManualResetEvent:
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IAdvancedDisposable,
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IEventWait
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{
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private readonly object _lock = new object();
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private bool _value;
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private bool _wasDisposed;
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/// <summary>
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/// Creates a new event, not signaled.
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/// </summary>
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public ManagedManualResetEvent()
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{
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}
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/// <summary>
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/// Creates a new event, letting you say if it starts signaled or not.
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/// </summary>
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public ManagedManualResetEvent(bool initialState)
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{
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_value = initialState;
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}
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/// <summary>
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/// Disposes this event. After disposing, it is always set.
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/// Calling Reset will not work and it will not throw exceptions, so you can
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/// dispose it when there are threads waiting on it.
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/// </summary>
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public void Dispose()
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{
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lock(_lock)
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{
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_wasDisposed = true;
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_value = true;
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Monitor.PulseAll(_lock);
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}
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}
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/// <summary>
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/// Gets a value indicating if this event was disposed.
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/// </summary>
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public bool WasDisposed => _wasDisposed;
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/// <summary>
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/// Gets a value indicating if this auto-reset event is set.
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/// </summary>
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public bool IsSet => _value;
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/// <summary>
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/// Resets this event (makes it non-signaled).
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/// </summary>
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public void Reset()
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{
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lock(_lock)
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{
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if (_wasDisposed)
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return;
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_value = false;
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}
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}
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/// <summary>
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/// Signals the event, releasing any threads waiting on it.
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/// </summary>
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public void Set()
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{
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lock(_lock)
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{
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_value = true;
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Monitor.PulseAll(_lock);
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}
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}
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/// <summary>
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/// Waits until this event is signaled.
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/// </summary>
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public void WaitOne()
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{
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lock(_lock)
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{
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while(!_value)
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Monitor.Wait(_lock);
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}
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}
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/// <summary>
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/// Waits until this event is signaled or until the timeout arrives.
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/// Return of true means it was signaled, false means timeout.
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/// </summary>
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public bool WaitOne(int millisecondsTimeout)
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{
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lock(_lock)
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{
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while(!_value)
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if (!Monitor.Wait(_lock, millisecondsTimeout))
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return false;
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}
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return true;
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}
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/// <summary>
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/// Waits until this event is signaled or until the timeout arrives.
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/// Return of true means it was signaled, false means timeout.
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/// </summary>
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public bool WaitOne(TimeSpan timeout)
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{
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lock(_lock)
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{
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while(!_value)
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if (!Monitor.Wait(_lock, timeout))
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return false;
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}
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return true;
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}
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}
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}
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