/*
* Process Hacker -
* delayed release pool
*
* Copyright (C) 2009 wj32
*
* This file is part of Process Hacker.
*
* Process Hacker is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Process Hacker is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Process Hacker. If not, see .
*/
using System;
using System.Collections.Generic;
using System.Threading;
namespace ProcessHacker.Common.Objects
{
///
/// Indicates that an operation was performed out-of-order.
///
public class OutOfOrderException : Exception
{
public OutOfOrderException(string message)
: base(message)
{ }
}
///
/// Represents a pool of objects to be disposed or dereferenced at some point.
///
public sealed class DelayedReleasePool : BaseObject
{
///
/// Describes how an object should be disposed.
///
[Flags]
private enum DelayedReleaseFlags
{
Dispose = 0x1,
Dereference = 0x2
}
///
/// Describes an object that is to be disposed.
///
private struct DelayedReleaseObject
{
private DelayedReleaseFlags _flags;
private BaseObject _object;
public DelayedReleaseObject(DelayedReleaseFlags flags, BaseObject obj)
{
_flags = flags;
_object = obj;
}
public DelayedReleaseFlags Flags
{
get { return _flags; }
}
public BaseObject Object
{
get { return _object; }
}
}
[ThreadStatic]
private static Stack _poolStack;
[ThreadStatic]
private static DelayedReleasePool _currentPool;
///
/// Gets the currently active delayed release pool.
///
public static DelayedReleasePool CurrentPool
{
get
{
if (_currentPool == null)
_currentPool = new DelayedReleasePool();
return _currentPool;
}
private set { _currentPool = value; }
}
///
/// Gets the stack of delayed release pools.
///
private static Stack PoolStack
{
get
{
// No locking needed because the stack is thread-local.
if (_poolStack == null)
_poolStack = new Stack();
return _poolStack;
}
}
///
/// Restores an older delayed release pool from the pool stack.
///
/// The current delayed release pool.
private static void PopPool(DelayedReleasePool pool)
{
if (_currentPool != pool)
throw new OutOfOrderException(
"Attempted to pop a pool when it wasn't on top of the stack. " +
"This usually indicates that a pool was popped out-of-order."
);
_currentPool = PoolStack.Pop();
}
///
/// Sets the specified delayed release pool as the currently active pool.
///
/// The pool to set.
private static void PushPool(DelayedReleasePool pool)
{
PoolStack.Push(_currentPool);
_currentPool = pool;
}
private int _creatorThreadId;
private List _objects = new List();
///
/// Creates a delayed release pool and sets it as the currently active pool.
///
public DelayedReleasePool()
{
_creatorThreadId = Thread.CurrentThread.ManagedThreadId;
PushPool(this);
}
protected override void DisposeObject(bool disposing)
{
// Only pop the pool if we're on the same thread as the
// creator thread. This either means that the thread has
// died, or the user forgot to pop the pool by calling
// Dispose. If they forgot, it's not our problem...
if (
disposing &&
_creatorThreadId == Thread.CurrentThread.ManagedThreadId
)
PopPool(this);
this.Drain(disposing);
}
///
/// Adds the specified object for dereferencing.
///
/// The object to dereference.
public void AddDereference(BaseObject obj)
{
_objects.Add(new DelayedReleaseObject(DelayedReleaseFlags.Dereference, obj));
}
///
/// Adds the specified object for disposal.
///
/// The object to dispose.
public void AddDispose(BaseObject obj)
{
_objects.Add(new DelayedReleaseObject(DelayedReleaseFlags.Dispose, obj));
}
///
/// Releases all objects in the pool.
///
public void Drain()
{
this.Drain(true);
}
///
/// Releases all objects in the pool.
///
/// Whether to release managed resources.
public void Drain(bool managed)
{
foreach (var obj in _objects)
{
if ((obj.Flags & DelayedReleaseFlags.Dispose) == DelayedReleaseFlags.Dispose)
obj.Object.Dispose();
if ((obj.Flags & DelayedReleaseFlags.Dereference) == DelayedReleaseFlags.Dereference)
obj.Object.Dereference(managed);
}
_objects.Clear();
}
}
}