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// **********************************************************************
//
// Copyright (c) 2003-2017 ZeroC, Inc. All rights reserved.
//
// This copy of Ice is licensed to you under the terms described in the
// ICE_LICENSE file included in this distribution.
//
// **********************************************************************
using System.Diagnostics;
using System.Collections.Generic;
using System.Threading;
public class Dispatcher
{
private static void test(bool b)
{
if(!b)
{
throw new System.Exception();
}
}
public Dispatcher()
{
Debug.Assert(_instance == null);
_instance = this;
_thread = new Thread(run);
_thread.Start();
}
public void run()
{
while(true)
{
System.Action call = null;
lock(_m)
{
if(!_terminated && _calls.Count == 0)
{
Monitor.Wait(_m);
}
if(_calls.Count > 0)
{
call = _calls.Dequeue();
}
else if(_terminated)
{
// Terminate only once all calls are dispatched.
return;
}
}
if(call != null)
{
try
{
call();
}
catch(System.Exception)
{
// Exceptions should never propagate here.
test(false);
}
}
}
}
public void dispatch(System.Action call, Ice.Connection con)
{
lock(_m)
{
_calls.Enqueue(call);
if(_calls.Count == 1)
{
Monitor.Pulse(_m);
}
}
}
static public void terminate()
{
lock(_m)
{
_instance._terminated = true;
Monitor.Pulse(_m);
}
_instance._thread.Join();
}
static public bool isDispatcherThread()
{
return Thread.CurrentThread == _instance._thread;
}
static Dispatcher _instance;
private Queue<System.Action> _calls = new Queue<System.Action>();
Thread _thread;
bool _terminated = false;
private static readonly object _m = new object();
}
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