//------------------------------------------------------------------------------ // // Copyright (c) Microsoft Corporation. All rights reserved. // // Microsoft //------------------------------------------------------------------------------ namespace System.Data.ProviderBase { using System; using System.Collections.Concurrent; using System.Data.Common; using System.Diagnostics; using System.Threading; // set_ConnectionString calls DbConnectionFactory.GetConnectionPoolGroup // when not found a new pool entry is created and potentially added // DbConnectionPoolGroup starts in the Active state // Open calls DbConnectionFactory.GetConnectionPool // if the existing pool entry is Disabled, GetConnectionPoolGroup is called for a new entry // DbConnectionFactory.GetConnectionPool calls DbConnectionPoolGroup.GetConnectionPool // DbConnectionPoolGroup.GetConnectionPool will return pool for the current identity // or null if identity is restricted or pooling is disabled or state is disabled at time of add // state changes are Active->Active, Idle->Active // DbConnectionFactory.PruneConnectionPoolGroups calls Prune // which will QueuePoolForRelease on all empty pools // and once no pools remain, change state from Active->Idle->Disabled // Once Disabled, factory can remove its reference to the pool entry sealed internal class DbConnectionPoolGroup { private readonly DbConnectionOptions _connectionOptions; private readonly DbConnectionPoolKey _poolKey; private readonly DbConnectionPoolGroupOptions _poolGroupOptions; private ConcurrentDictionary _poolCollection; private int _state; // see PoolGroupState* below private DbConnectionPoolGroupProviderInfo _providerInfo; private DbMetaDataFactory _metaDataFactory; private static int _objectTypeCount; // Bid counter internal readonly int _objectID = System.Threading.Interlocked.Increment(ref _objectTypeCount); // always lock this before changing _state, we don't want to move out of the 'Disabled' state // PoolGroupStateUninitialized = 0; private const int PoolGroupStateActive = 1; // initial state, GetPoolGroup from cache, connection Open private const int PoolGroupStateIdle = 2; // all pools are pruned via Clear private const int PoolGroupStateDisabled = 4; // factory pool entry prunning method internal DbConnectionPoolGroup (DbConnectionOptions connectionOptions, DbConnectionPoolKey key, DbConnectionPoolGroupOptions poolGroupOptions) { Debug.Assert(null != connectionOptions, "null connection options"); Debug.Assert(null == poolGroupOptions || ADP.IsWindowsNT, "should not have pooling options on Win9x"); _connectionOptions = connectionOptions; _poolKey = key; _poolGroupOptions = poolGroupOptions; // always lock this object before changing state // HybridDictionary does not create any sub-objects until add // so it is safe to use for non-pooled connection as long as // we check _poolGroupOptions first _poolCollection = new ConcurrentDictionary(); _state = PoolGroupStateActive; // VSWhidbey 112102 } internal DbConnectionOptions ConnectionOptions { get { return _connectionOptions; } } internal DbConnectionPoolKey PoolKey { get { return _poolKey; } } internal DbConnectionPoolGroupProviderInfo ProviderInfo { get { return _providerInfo; } set { _providerInfo = value; if(null!=value) { _providerInfo.PoolGroup = this; } } } internal bool IsDisabled { get { return (PoolGroupStateDisabled == _state); } } internal int ObjectID { get { return _objectID; } } internal DbConnectionPoolGroupOptions PoolGroupOptions { get { return _poolGroupOptions; } } internal DbMetaDataFactory MetaDataFactory{ get { return _metaDataFactory; } set { _metaDataFactory = value; } } internal int Clear() { // must be multi-thread safe with competing calls by Clear and Prune via background thread // will return the number of connections in the group after clearing has finished // First, note the old collection and create a new collection to be used ConcurrentDictionary oldPoolCollection = null; lock (this) { if (_poolCollection.Count > 0) { oldPoolCollection = _poolCollection; _poolCollection = new ConcurrentDictionary(); } } // Then, if a new collection was created, release the pools from the old collection if (oldPoolCollection != null) { foreach (var entry in oldPoolCollection) { DbConnectionPool pool = entry.Value; if (pool != null) { // DbConnectionFactory connectionFactory = pool.ConnectionFactory; #if !MOBILE connectionFactory.PerformanceCounters.NumberOfActiveConnectionPools.Decrement(); #endif connectionFactory.QueuePoolForRelease(pool, true); } } } // Finally, return the pool collection count - this may be non-zero if something was added while we were clearing return _poolCollection.Count; } internal DbConnectionPool GetConnectionPool(DbConnectionFactory connectionFactory) { // When this method returns null it indicates that the connection // factory should not use pooling. // We don't support connection pooling on Win9x; it lacks too // many of the APIs we require. // PoolGroupOptions will only be null when we're not supposed to pool // connections. DbConnectionPool pool = null; if (null != _poolGroupOptions) { Debug.Assert(ADP.IsWindowsNT, "should not be pooling on Win9x"); DbConnectionPoolIdentity currentIdentity = DbConnectionPoolIdentity.NoIdentity; if (_poolGroupOptions.PoolByIdentity) { // if we're pooling by identity (because integrated security is // being used for these connections) then we need to go out and // search for the connectionPool that matches the current identity. currentIdentity = DbConnectionPoolIdentity.GetCurrent(); // If the current token is restricted in some way, then we must // not attempt to pool these connections. if (currentIdentity.IsRestricted) { currentIdentity = null; } } if (null != currentIdentity) { if (!_poolCollection.TryGetValue(currentIdentity, out pool)) { // find the pool DbConnectionPoolProviderInfo connectionPoolProviderInfo = connectionFactory.CreateConnectionPoolProviderInfo(this.ConnectionOptions); // optimistically create pool, but its callbacks are delayed until after actual add DbConnectionPool newPool = new DbConnectionPool(connectionFactory, this, currentIdentity, connectionPoolProviderInfo); lock (this) { // Did someone already add it to the list? if (!_poolCollection.TryGetValue(currentIdentity, out pool)) { if (MarkPoolGroupAsActive()) { // If we get here, we know for certain that we there isn't // a pool that matches the current identity, so we have to // add the optimistically created one newPool.Startup(); // must start pool before usage bool addResult = _poolCollection.TryAdd(currentIdentity, newPool); Debug.Assert(addResult, "No other pool with current identity should exist at this point"); #if !MOBILE connectionFactory.PerformanceCounters.NumberOfActiveConnectionPools.Increment(); #endif pool = newPool; newPool = null; } else { // else pool entry has been disabled so don't create new pools Debug.Assert(PoolGroupStateDisabled == _state, "state should be disabled"); } } else { // else found an existing pool to use instead Debug.Assert(PoolGroupStateActive == _state, "state should be active since a pool exists and lock holds"); } } if (null != newPool) { // don't need to call connectionFactory.QueuePoolForRelease(newPool) because // pool callbacks were delayed and no risk of connections being created newPool.Shutdown(); } } // the found pool could be in any state } } if (null == pool) { lock(this) { // keep the pool entry state active when not pooling MarkPoolGroupAsActive(); } } return pool; } private bool MarkPoolGroupAsActive() { // when getting a connection, make the entry active if it was idle (but not disabled) // must always lock this before calling if (PoolGroupStateIdle == _state) { _state = PoolGroupStateActive; Bid.Trace(" %d#, Active\n", ObjectID); } return (PoolGroupStateActive == _state); } internal bool Prune() { // must only call from DbConnectionFactory.PruneConnectionPoolGroups on background timer thread // must lock(DbConnectionFactory._connectionPoolGroups.SyncRoot) before calling ReadyToRemove // to avoid conflict with DbConnectionFactory.CreateConnectionPoolGroup replacing pool entry lock (this) { if (_poolCollection.Count > 0) { var newPoolCollection = new ConcurrentDictionary(); foreach (var entry in _poolCollection) { DbConnectionPool pool = entry.Value; if (pool != null) { // // Actually prune the pool if there are no connections in the pool and no errors occurred. // Empty pool during pruning indicates zero or low activity, but // an error state indicates the pool needs to stay around to // throttle new connection attempts. if ((!pool.ErrorOccurred) && (0 == pool.Count)) { // Order is important here. First we remove the pool // from the collection of pools so no one will try // to use it while we're processing and finally we put the // pool into a list of pools to be released when they // are completely empty. DbConnectionFactory connectionFactory = pool.ConnectionFactory; #if !MOBILE connectionFactory.PerformanceCounters.NumberOfActiveConnectionPools.Decrement(); #endif connectionFactory.QueuePoolForRelease(pool, false); } else { newPoolCollection.TryAdd(entry.Key, entry.Value); } } } _poolCollection = newPoolCollection; } // must be pruning thread to change state and no connections // otherwise pruning thread risks making entry disabled soon after user calls ClearPool if (0 == _poolCollection.Count) { if (PoolGroupStateActive == _state) { _state = PoolGroupStateIdle; Bid.Trace(" %d#, Idle\n", ObjectID); } else if (PoolGroupStateIdle == _state) { _state = PoolGroupStateDisabled; Bid.Trace(" %d#, Disabled\n", ObjectID); } } return (PoolGroupStateDisabled == _state); } } } }