/*
Copyright (C) 2014-2019 de4dot@gmail.com
This file is part of dnSpy
dnSpy 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.
dnSpy 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 dnSpy. If not, see .
*/
using System;
using System.Collections.Concurrent;
using System.Threading;
using dnSpy.Debugger.Shared;
namespace dnSpy.Debugger.DotNet.Mono.Impl {
sealed class WpfDebugMessageDispatcher : IDebugMessageDispatcher {
readonly ConcurrentQueue queue = new ConcurrentQueue();
int callingEmptyQueue;
readonly Dispatcher dispatcher;
public WpfDebugMessageDispatcher(Dispatcher dispatcher) => this.dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
Dispatcher? Dispatcher => !dispatcher.HasShutdownFinished && !dispatcher.HasShutdownStarted ? dispatcher : null;
public void ExecuteAsync(Action callback) {
var disp = Dispatcher;
if (disp is null)
return;
queue.Enqueue(callback);
dispatchQueueEvent.Set();
if (disp.CheckAccess())
EmptyQueue();
else if (callingEmptyQueue == 0) {
Interlocked.Increment(ref callingEmptyQueue);
disp.BeginInvoke(() => {
Interlocked.Decrement(ref callingEmptyQueue);
EmptyQueue();
});
}
}
void EmptyQueue() {
var disp = Dispatcher;
if (disp is null)
return;
disp.VerifyAccess();
while (queue.TryDequeue(out var action))
action();
}
public object? DispatchQueue(TimeSpan waitTime, out bool timedOut) {
var disp = Dispatcher;
if (disp is null) {
timedOut = true;
return null;
}
bool timedOutTmp = true;
var res = disp.Invoke(() => DispatchQueueCore(waitTime, out timedOutTmp));
timedOut = timedOutTmp;
return res;
}
object? DispatchQueueCore(TimeSpan waitTime, out bool timedOut) {
try {
if (Interlocked.Increment(ref counterDispatchQueue) != 1)
throw new InvalidOperationException("DispatchQueue can't be nested");
timedOut = false;
resultDispatchQueue = null;
cancelDispatchQueue = false;
var startTime = DateTime.UtcNow;
var infTime = TimeSpan.FromMilliseconds(-1);
var endTime = startTime + waitTime;
while (!cancelDispatchQueue) {
while (queue.TryDequeue(out var action))
action();
if (cancelDispatchQueue)
break;
var wait = waitTime;
if (waitTime != infTime) {
var now = DateTime.UtcNow;
if (now >= endTime)
wait = TimeSpan.Zero;
else
wait = endTime - now;
}
bool signaled = dispatchQueueEvent.WaitOne(waitTime);
if (!signaled) {
timedOut = true;
return null;
}
}
return resultDispatchQueue;
}
finally {
Interlocked.Decrement(ref counterDispatchQueue);
// Make sure we don't hold onto stuff that the caller might want to get GC'd
resultDispatchQueue = null;
}
}
readonly AutoResetEvent dispatchQueueEvent = new AutoResetEvent(false);
volatile object? resultDispatchQueue;
volatile bool cancelDispatchQueue;
int counterDispatchQueue;
public void CancelDispatchQueue(object? result) {
resultDispatchQueue = result;
cancelDispatchQueue = true;
dispatchQueueEvent.Set();
}
}
interface IDebugMessageDispatcher {
///
/// Executes on the engine thread.
///
/// Code to execute on the dndbg thread
void ExecuteAsync(Action action);
///
/// Empty the queue and wait for to get called.
/// The return value is the input to unless it
/// timed out.
///
/// Time to wait or -1 to wait forever
/// Set to true if it timed out
///
object? DispatchQueue(TimeSpan waitTime, out bool timedOut);
///
/// Cancels
///
/// Result
void CancelDispatchQueue(object? result);
}
}