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- using System.Threading;
- namespace Pathfinding {
- /// <summary>Queue of paths to be processed by the system</summary>
- class ThreadControlQueue {
- public class QueueTerminationException : System.Exception {
- }
- Path head;
- Path tail;
- readonly System.Object lockObj = new System.Object();
- readonly int numReceivers;
- bool blocked;
- /// <summary>
- /// Number of receiver threads that are currently blocked.
- /// This is only modified while a thread has a lock on lockObj
- /// </summary>
- int blockedReceivers;
- /// <summary>
- /// True while head == null.
- /// This is only modified while a thread has a lock on lockObj
- /// </summary>
- bool starving;
- /// <summary>
- /// True after TerminateReceivers has been called.
- /// All receivers will be terminated when they next call Pop.
- /// </summary>
- bool terminate;
- ManualResetEvent block = new ManualResetEvent(true);
- /// <summary>
- /// Create a new queue with the specified number of receivers.
- /// It is important that the number of receivers is fixed.
- /// Properties like AllReceiversBlocked rely on knowing the exact number of receivers using the Pop (or PopNoBlock) methods.
- /// </summary>
- public ThreadControlQueue (int numReceivers) {
- this.numReceivers = numReceivers;
- }
- /// <summary>True if the queue is empty</summary>
- public bool IsEmpty {
- get {
- return head == null;
- }
- }
- /// <summary>True if TerminateReceivers has been called</summary>
- public bool IsTerminating {
- get {
- return terminate;
- }
- }
- /// <summary>Block queue, all calls to Pop will block until Unblock is called</summary>
- public void Block () {
- lock (lockObj) {
- blocked = true;
- block.Reset();
- }
- }
- /// <summary>
- /// Unblock queue.
- /// Calls to Pop will not block anymore.
- /// See: Block
- /// </summary>
- public void Unblock () {
- lock (lockObj) {
- blocked = false;
- block.Set();
- }
- }
- /// <summary>
- /// Aquires a lock on this queue.
- /// Must be paired with a call to <see cref="Unlock"/>
- /// </summary>
- public void Lock () {
- Monitor.Enter(lockObj);
- }
- /// <summary>Releases the lock on this queue</summary>
- public void Unlock () {
- Monitor.Exit(lockObj);
- }
- /// <summary>True if blocking and all receivers are waiting for unblocking</summary>
- public bool AllReceiversBlocked {
- get {
- lock (lockObj) {
- return blocked && blockedReceivers == numReceivers;
- }
- }
- }
- /// <summary>Push a path to the front of the queue</summary>
- public void PushFront (Path path) {
- lock (lockObj) {
- // If termination is due, why add stuff to a queue which will not be read from anyway
- if (terminate) return;
- if (tail == null) {// (tail == null) ==> (head == null)
- head = path;
- tail = path;
- if (starving && !blocked) {
- starving = false;
- block.Set();
- } else {
- starving = false;
- }
- } else {
- path.next = head;
- head = path;
- }
- }
- }
- /// <summary>Push a path to the end of the queue</summary>
- public void Push (Path path) {
- lock (lockObj) {
- // If termination is due, why add stuff to a queue which will not be read from anyway
- if (terminate) return;
- if (tail == null) {// (tail == null) ==> (head == null)
- head = path;
- tail = path;
- if (starving && !blocked) {
- starving = false;
- block.Set();
- } else {
- starving = false;
- }
- } else {
- tail.next = path;
- tail = path;
- }
- }
- }
- void Starving () {
- starving = true;
- block.Reset();
- }
- /// <summary>All calls to Pop and PopNoBlock will now generate exceptions</summary>
- public void TerminateReceivers () {
- lock (lockObj) {
- terminate = true;
- block.Set();
- }
- }
- /// <summary>
- /// Pops the next item off the queue.
- /// This call will block if there are no items in the queue or if the queue is currently blocked.
- ///
- /// Returns: A Path object, guaranteed to be not null.
- /// Throws: QueueTerminationException if <see cref="TerminateReceivers"/> has been called.
- /// Throws: System.InvalidOperationException if more receivers get blocked than the fixed count sent to the constructor
- /// </summary>
- public Path Pop () {
- Monitor.Enter(lockObj);
- try {
- if (terminate) {
- blockedReceivers++;
- throw new QueueTerminationException();
- }
- if (head == null) {
- Starving();
- }
- while (blocked || starving) {
- blockedReceivers++;
- if (blockedReceivers > numReceivers) {
- throw new System.InvalidOperationException("More receivers are blocked than specified in constructor ("+blockedReceivers + " > " + numReceivers+")");
- }
- Monitor.Exit(lockObj);
- block.WaitOne();
- Monitor.Enter(lockObj);
- if (terminate) {
- throw new QueueTerminationException();
- }
- blockedReceivers--;
- if (head == null) {
- Starving();
- }
- }
- Path p = head;
- var newHead = head.next;
- if (newHead == null) {
- tail = null;
- }
- head.next = null;
- head = newHead;
- return p;
- } finally {
- // Normally this only exits via a QueueTerminationException and will always be entered in that case.
- // However the thread may also be aborted using a ThreadAbortException which can happen at any time.
- // In particular if the Unity Editor recompiles scripts and is configured to exit play mode on recompilation
- // then it will apparently abort all threads before the AstarPath.OnDestroy method is called (which would have
- // cleaned up the threads gracefully). So we need to check if we actually hold the lock before releaseing it.
- if (Monitor.IsEntered(lockObj)) {
- Monitor.Exit(lockObj);
- }
- }
- }
- /// <summary>
- /// Call when a receiver was terminated in other ways than by a QueueTerminationException.
- ///
- /// After this call, the receiver should be dead and not call anything else in this class.
- /// </summary>
- public void ReceiverTerminated () {
- Monitor.Enter(lockObj);
- blockedReceivers++;
- Monitor.Exit(lockObj);
- }
- /// <summary>
- /// Pops the next item off the queue, this call will not block.
- /// To ensure stability, the caller must follow this pattern.
- /// 1. Call PopNoBlock(false), if a null value is returned, wait for a bit (e.g yield return null in a Unity coroutine)
- /// 2. try again with PopNoBlock(true), if still null, wait for a bit
- /// 3. Repeat from step 2.
- ///
- /// Throws: QueueTerminationException if <see cref="TerminateReceivers"/> has been called.
- /// Throws: System.InvalidOperationException if more receivers get blocked than the fixed count sent to the constructor
- /// </summary>
- public Path PopNoBlock (bool blockedBefore) {
- Monitor.Enter(lockObj);
- try {
- if (terminate) {
- blockedReceivers++;
- throw new QueueTerminationException();
- }
- if (head == null) {
- Starving();
- }
- if (blocked || starving) {
- if (!blockedBefore) {
- blockedReceivers++;
- if (terminate) throw new QueueTerminationException();
- if (blockedReceivers == numReceivers) {
- //Last alive
- } else if (blockedReceivers > numReceivers) {
- throw new System.InvalidOperationException("More receivers are blocked than specified in constructor ("+blockedReceivers + " > " + numReceivers+")");
- }
- }
- return null;
- }
- if (blockedBefore) {
- blockedReceivers--;
- }
- Path p = head;
- var newHead = head.next;
- if (newHead == null) {
- tail = null;
- }
- head.next = null;
- head = newHead;
- return p;
- } finally {
- Monitor.Exit(lockObj);
- }
- }
- }
- }
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