mirror of
https://github.com/mirror/processhacker
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b02427417c
git-svn-id: svn://svn.code.sf.net/p/processhacker/code@5614 21ef857c-d57f-4fe0-8362-d861dc6d29cd
210 lines
6.6 KiB
C#
210 lines
6.6 KiB
C#
/*
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* Process Hacker -
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* delayed release pool
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*
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* Copyright (C) 2009 wj32
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*
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* This file is part of Process Hacker.
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*
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* Process Hacker is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Process Hacker is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Process Hacker. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace ProcessHacker.Common.Objects
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{
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/// <summary>
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/// Indicates that an operation was performed out-of-order.
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/// </summary>
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public class OutOfOrderException : Exception
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{
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public OutOfOrderException(string message)
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: base(message)
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{ }
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}
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/// <summary>
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/// Represents a pool of objects to be disposed or dereferenced at some point.
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/// </summary>
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public sealed class DelayedReleasePool : BaseObject
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{
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/// <summary>
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/// Describes how an object should be disposed.
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/// </summary>
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[Flags]
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private enum DelayedReleaseFlags
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{
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Dispose = 0x1,
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Dereference = 0x2
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}
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/// <summary>
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/// Describes an object that is to be disposed.
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/// </summary>
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private struct DelayedReleaseObject
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{
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private DelayedReleaseFlags _flags;
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private BaseObject _object;
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public DelayedReleaseObject(DelayedReleaseFlags flags, BaseObject obj)
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{
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_flags = flags;
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_object = obj;
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}
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public DelayedReleaseFlags Flags
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{
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get { return _flags; }
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}
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public BaseObject Object
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{
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get { return _object; }
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}
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}
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[ThreadStatic]
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private static Stack<DelayedReleasePool> _poolStack;
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[ThreadStatic]
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private static DelayedReleasePool _currentPool;
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/// <summary>
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/// Gets the currently active delayed release pool.
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/// </summary>
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public static DelayedReleasePool CurrentPool
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{
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get
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{
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if (_currentPool == null)
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_currentPool = new DelayedReleasePool();
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return _currentPool;
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}
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private set { _currentPool = value; }
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}
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/// <summary>
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/// Gets the stack of delayed release pools.
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/// </summary>
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private static Stack<DelayedReleasePool> PoolStack
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{
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get
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{
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// No locking needed because the stack is thread-local.
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if (_poolStack == null)
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_poolStack = new Stack<DelayedReleasePool>();
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return _poolStack;
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}
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}
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/// <summary>
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/// Restores an older delayed release pool from the pool stack.
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/// </summary>
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/// <param name="pool">The current delayed release pool.</param>
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private static void PopPool(DelayedReleasePool pool)
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{
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if (_currentPool != pool)
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throw new OutOfOrderException(
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"Attempted to pop a pool when it wasn't on top of the stack. " +
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"This usually indicates that a pool was popped out-of-order."
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);
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_currentPool = PoolStack.Pop();
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}
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/// <summary>
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/// Sets the specified delayed release pool as the currently active pool.
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/// </summary>
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/// <param name="pool">The pool to set.</param>
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private static void PushPool(DelayedReleasePool pool)
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{
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PoolStack.Push(_currentPool);
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_currentPool = pool;
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}
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private int _creatorThreadId;
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private List<DelayedReleaseObject> _objects = new List<DelayedReleaseObject>();
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/// <summary>
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/// Creates a delayed release pool and sets it as the currently active pool.
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/// </summary>
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public DelayedReleasePool()
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{
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_creatorThreadId = Thread.CurrentThread.ManagedThreadId;
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PushPool(this);
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}
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protected override void DisposeObject(bool disposing)
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{
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// Only pop the pool if we're on the same thread as the
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// creator thread. This either means that the thread has
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// died, or the user forgot to pop the pool by calling
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// Dispose. If they forgot, it's not our problem...
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if (
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disposing &&
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_creatorThreadId == Thread.CurrentThread.ManagedThreadId
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)
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PopPool(this);
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this.Drain(disposing);
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}
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/// <summary>
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/// Adds the specified object for dereferencing.
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/// </summary>
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/// <param name="obj">The object to dereference.</param>
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public void AddDereference(BaseObject obj)
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{
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_objects.Add(new DelayedReleaseObject(DelayedReleaseFlags.Dereference, obj));
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}
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/// <summary>
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/// Adds the specified object for disposal.
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/// </summary>
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/// <param name="obj">The object to dispose.</param>
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public void AddDispose(BaseObject obj)
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{
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_objects.Add(new DelayedReleaseObject(DelayedReleaseFlags.Dispose, obj));
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}
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/// <summary>
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/// Releases all objects in the pool.
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/// </summary>
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public void Drain()
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{
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this.Drain(true);
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}
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/// <summary>
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/// Releases all objects in the pool.
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/// </summary>
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/// <param name="managed">Whether to release managed resources.</param>
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public void Drain(bool managed)
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{
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foreach (var obj in _objects)
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{
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if ((obj.Flags & DelayedReleaseFlags.Dispose) == DelayedReleaseFlags.Dispose)
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obj.Object.Dispose();
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if ((obj.Flags & DelayedReleaseFlags.Dereference) == DelayedReleaseFlags.Dereference)
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obj.Object.Dereference(managed);
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}
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_objects.Clear();
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}
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}
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}
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