//----------------------------------------------------------------------------- // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- namespace System.Activities.Debugger { using System; using System.Collections.Generic; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Diagnostics.SymbolStore; using System.Reflection; using System.Reflection.Emit; using System.Runtime; using System.Threading; // Define an auxiliary thread codegen technique for islands. // This executes the islands on a dedicated worker thread. The worker thread's // physical callstack then maps to the interpreter's virtual callstack. // It has an excellent Step-in/Step-over/Step-Out experience. [DebuggerNonUserCode] public class ThreadWorkerController { StateManager stateManager; // Set to true to notify to Break on first instruction. This helps the F11 on startup experience. // Since the islands are on a new thread, there may be no user code on the main thread and so // F11 doesn't work. Thus the new worker thread needs to fire some break event. // This gets reset after the 'startup breakpoint'. // The initial Properties can override this. bool breakOnStartup; // Own the worker thread. Thread worker; // Signalled when the main thread wants to send an event to the worker thread. // The main thread fills out the data first. AutoResetEvent eventSend; // Signalled by the worker thread when it's finished handling the event and // the main thread can resume. AutoResetEvent eventDone; EventCode eventCode; // Parameter for enter message. VirtualStackFrame enterStackParameter; internal void Initialize(string threadName, StateManager manager) { this.stateManager = manager; this.breakOnStartup = this.stateManager.ManagerProperties.BreakOnStartup; CreateWorkerThread(threadName); } internal void Exit() { // Implement with an unbalanced Leave. // This will get the Worker to return and the ThreadProc to exit. this.LeaveState(); this.worker.Join(); } [DebuggerHidden] void WorkerThreadProc() { Worker(false); this.eventDone.Set(); } // Private Entry point called from islands. Must be public so that the islands can invoke it. [Fx.Tag.InheritThrows(From = "Worker")] [DebuggerHidden] public static void IslandWorker(ThreadWorkerController controller) { if (controller == null) { throw FxTrace.Exception.ArgumentNull("controller"); } controller.Worker(true); } [DebuggerHidden] internal void Worker(bool isAtStartup) { if (isAtStartup) { // Fire the 1-time "startup" breakpoint. if (this.breakOnStartup) { if (Debugger.IsAttached) { Debugger.Break(); } this.breakOnStartup = false; } this.eventDone.Set(); } // The final terminator is when leave returns, but from a recursive call. bool leave = false; while (!leave) { this.eventSend.WaitOne(); switch (eventCode) { case EventCode.Enter: // Call Island for enterStackParameter this.stateManager.InvokeWorker(this, enterStackParameter); // resume from SendLeave() this.eventDone.Set(); break; case EventCode.Leave: leave = true; return; case EventCode.Break: Debugger.Break(); this.eventDone.Set(); break; } } } void CreateWorkerThread(string threadName) { this.eventSend = new AutoResetEvent(false); this.eventDone = new AutoResetEvent(false); this.worker = new Thread(new ThreadStart(WorkerThreadProc)); string name = string.IsNullOrEmpty(threadName) ? this.stateManager.ManagerProperties.AuxiliaryThreadName : threadName; if (name != null) { this.worker.Name = name; } this.worker.Start(); } internal void EnterState(VirtualStackFrame newFrame) { this.eventCode = EventCode.Enter; this.enterStackParameter = newFrame; this.eventSend.Set(); // Block until Island executes Nop, // giving BPs a chance to be hit. // Must block here if the island is stopped at a breakpoint. this.eventDone.WaitOne(); } internal void LeaveState() { this.eventCode = EventCode.Leave; this.eventSend.Set(); // Block until call has exited. this.eventDone.WaitOne(); } internal void Break() { this.eventCode = EventCode.Break; this.eventSend.Set(); this.eventDone.WaitOne(); } // Type of event being fired. enum EventCode { Enter, Leave, Break }; } }