git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1535 52acb1d6-8a22-11de-b505-999d5b087335
205 lines
6.4 KiB
C#
205 lines
6.4 KiB
C#
/*
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* Copyright (c) 2006-2007, Second Life Reverse Engineering Team
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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 Second Life Reverse Engineering Team 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 libsecondlife;
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namespace System.Collections
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{
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/// <summary>
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/// Same as Queue except Dequeue function blocks until there is an object to return.
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/// Note: This class does not need to be synchronized
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/// </summary>
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public class BlockingQueue : Queue
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{
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private bool open;
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/// <summary>
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/// Create new BlockingQueue.
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/// </summary>
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/// <param name="col">The System.Collections.ICollection to copy elements from</param>
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public BlockingQueue(ICollection col)
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: base(col)
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{
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open = true;
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}
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/// <summary>
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/// Create new BlockingQueue.
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/// </summary>
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/// <param name="capacity">The initial number of elements that the queue can contain</param>
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/// <param name="growFactor">The factor by which the capacity of the queue is expanded</param>
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public BlockingQueue(int capacity, float growFactor)
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: base(capacity, growFactor)
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{
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open = true;
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}
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/// <summary>
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/// Create new BlockingQueue.
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/// </summary>
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/// <param name="capacity">The initial number of elements that the queue can contain</param>
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public BlockingQueue(int capacity)
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: base(capacity)
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{
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open = true;
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}
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/// <summary>
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/// Create new BlockingQueue.
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/// </summary>
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public BlockingQueue()
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: base()
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{
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open = true;
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}
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/// <summary>
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/// BlockingQueue Destructor (Close queue, resume any waiting thread).
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/// </summary>
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~BlockingQueue()
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{
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Close();
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}
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/// <summary>
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/// Remove all objects from the Queue.
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/// </summary>
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public override void Clear()
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{
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lock (base.SyncRoot)
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{
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base.Clear();
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}
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}
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/// <summary>
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/// Remove all objects from the Queue, resume all dequeue threads.
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/// </summary>
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public void Close()
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{
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lock (base.SyncRoot)
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{
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open = false;
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base.Clear();
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Monitor.PulseAll(base.SyncRoot); // resume any waiting threads
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}
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}
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/// <summary>
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/// Removes and returns the object at the beginning of the Queue.
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/// </summary>
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/// <returns>Object in queue.</returns>
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public override object Dequeue()
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{
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return Dequeue(Timeout.Infinite);
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}
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/// <summary>
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/// Removes and returns the object at the beginning of the Queue.
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/// </summary>
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/// <param name="timeout">time to wait before returning</param>
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/// <returns>Object in queue.</returns>
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public NetworkManager.IncomingPacket Dequeue(TimeSpan timeout)
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{
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return Dequeue(timeout.Milliseconds);
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}
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/// <summary>
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/// Removes and returns the object at the beginning of the Queue.
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/// </summary>
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/// <param name="timeout">time to wait before returning (in milliseconds)</param>
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/// <returns>Object in queue.</returns>
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public NetworkManager.IncomingPacket Dequeue(int timeout)
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{
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lock (base.SyncRoot)
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{
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while (open && (base.Count == 0))
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{
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if (!Monitor.Wait(base.SyncRoot, timeout))
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throw new InvalidOperationException("Timeout");
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}
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if (open)
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return (NetworkManager.IncomingPacket)base.Dequeue();
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else
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throw new InvalidOperationException("Queue Closed");
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}
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}
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public bool Dequeue(int timeout, ref NetworkManager.IncomingPacket packet)
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{
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lock (base.SyncRoot)
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{
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while (open && (base.Count == 0))
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{
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if (!Monitor.Wait(base.SyncRoot, timeout))
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return false;
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}
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if (open)
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{
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packet = (NetworkManager.IncomingPacket)base.Dequeue();
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return true;
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}
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else
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return false;
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}
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}
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/// <summary>
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/// Adds an object to the end of the Queue.
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/// </summary>
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/// <param name="obj">Object to put in queue</param>
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public override void Enqueue(object obj)
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{
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lock (base.SyncRoot)
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{
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base.Enqueue(obj);
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Monitor.Pulse(base.SyncRoot);
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}
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}
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/// <summary>
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/// Open Queue.
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/// </summary>
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public void Open()
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{
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lock (base.SyncRoot)
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{
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open = true;
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}
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}
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/// <summary>
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/// Gets flag indicating if queue has been closed.
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/// </summary>
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public bool Closed
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{
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get { return !open; }
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}
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}
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}
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