//----------------------------------------------------------------------------- // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- namespace System.Runtime { using System; using System.Threading; [Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)] class SignalGate { [Fx.Tag.SynchronizationObject(Blocking = false, Kind = Fx.Tag.SynchronizationKind.InterlockedNoSpin)] int state; public SignalGate() { } internal bool IsLocked { get { return this.state == GateState.Locked; } } internal bool IsSignalled { get { return this.state == GateState.Signalled; } } // Returns true if this brings the gate to the Signalled state. // Transitions - Locked -> SignalPending | Completed before it was unlocked // Unlocked -> Signaled public bool Signal() { int lastState = this.state; if (lastState == GateState.Locked) { lastState = Interlocked.CompareExchange(ref this.state, GateState.SignalPending, GateState.Locked); } if (lastState == GateState.Unlocked) { this.state = GateState.Signalled; return true; } if (lastState != GateState.Locked) { ThrowInvalidSignalGateState(); } return false; } // Returns true if this brings the gate to the Signalled state. // Transitions - SignalPending -> Signaled | return the AsyncResult since the callback already // | completed and provided the result on its thread // Locked -> Unlocked public bool Unlock() { int lastState = this.state; if (lastState == GateState.Locked) { lastState = Interlocked.CompareExchange(ref this.state, GateState.Unlocked, GateState.Locked); } if (lastState == GateState.SignalPending) { this.state = GateState.Signalled; return true; } if (lastState != GateState.Locked) { ThrowInvalidSignalGateState(); } return false; } // This is factored out to allow Signal and Unlock to be inlined. void ThrowInvalidSignalGateState() { throw Fx.Exception.AsError(new InvalidOperationException(InternalSR.InvalidSemaphoreExit)); } static class GateState { public const int Locked = 0; public const int SignalPending = 1; public const int Unlocked = 2; public const int Signalled = 3; } } [Fx.Tag.SynchronizationPrimitive(Fx.Tag.BlocksUsing.NonBlocking)] class SignalGate : SignalGate { T result; public SignalGate() : base() { } public bool Signal(T result) { this.result = result; return Signal(); } public bool Unlock(out T result) { if (Unlock()) { result = this.result; return true; } result = default(T); return false; } } }