mirror of
https://github.com/AlexMacocian/SystemExtensions.git
synced 2026-07-15 14:19:29 +00:00
16a9208e07
Changed test project to .net5 Changed ThreadPool to use CancellationTokens
565 lines
21 KiB
C#
565 lines
21 KiB
C#
using System.Collections.Generic;
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namespace System.Threading
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{
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/// <summary>
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/// Threadpool implementation that uses a priority queue as the queue for the tasks to execute.
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/// Features both an automated algorithm to calibrate the number of active threads and a Constructor for constructing
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/// a threadpool manually, without the auto-managed pool algorithm.
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/// </summary>
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public class PriorityThreadPool : IDisposable
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{
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private class QueueEntry : IComparable<QueueEntry>
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{
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public TaskPriority TaskPriority { get; }
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public WaitCallback WaitCallback { get; }
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public object Object { get; }
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public QueueEntry(TaskPriority priority, WaitCallback callback, object obj)
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{
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this.TaskPriority = priority;
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this.WaitCallback = callback;
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this.Object = obj;
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}
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public int CompareTo(QueueEntry other)
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{
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int priority1 = 0, priority2 = 0;
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switch (this.TaskPriority)
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{
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case TaskPriority.Highest:
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priority1 = 4;
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break;
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case TaskPriority.AboveNormal:
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priority1 = 3;
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break;
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case TaskPriority.Normal:
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priority1 = 2;
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break;
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case TaskPriority.BelowNormal:
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priority1 = 1;
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break;
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case TaskPriority.Lowest:
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priority1 = 0;
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break;
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}
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switch (other.TaskPriority)
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{
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case TaskPriority.Highest:
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priority2 = 4;
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break;
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case TaskPriority.AboveNormal:
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priority2 = 3;
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break;
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case TaskPriority.Normal:
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priority2 = 2;
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break;
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case TaskPriority.BelowNormal:
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priority2 = 1;
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break;
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case TaskPriority.Lowest:
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priority2 = 0;
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break;
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}
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if (priority1 == priority2)
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{
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return 0;
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}
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else if (priority1 > priority2)
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{
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return -1;
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}
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else
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{
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return 1;
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}
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}
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}
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#region Enum
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/// <summary>
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/// Enum for priority of task scheduled
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/// </summary>
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public enum TaskPriority
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{
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/// <summary>
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/// Highest priority of a task.
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/// </summary>
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Highest,
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/// <summary>
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/// Priority level above the default level.
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/// </summary>
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AboveNormal,
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/// <summary>
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/// Default priority level of all tasks without a specified priority level.
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/// </summary>
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Normal,
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/// <summary>
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/// Priority level below the default level.
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/// </summary>
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BelowNormal,
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/// <summary>
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/// Lowest priority level.
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/// </summary>
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Lowest
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}
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#endregion
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#region Fields
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/// <summary>
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/// List that contains current running threads and their status.
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/// </summary>
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private volatile List<WorkerThread> threadpool;
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private volatile PriorityQueue<QueueEntry> tasks;
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private Thread observer;
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private CancellationTokenSource observerCancellationTokenSource = new CancellationTokenSource();
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private int maxThreads;
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private readonly object tasksLock = new object();
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private struct WorkerThread
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{
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public Thread Thread { get; set; }
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public bool Running { get; set; }
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public bool Working { get; set; }
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public CancellationTokenSource CancellationTokenSource { get; set; }
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}
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private struct Statistics
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{
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public bool Initialized { get; set; }
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public int PerformanceCounter { get; set; }
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public DateTime LastUpdate { get; set; }
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public double LoopFrequency { get; set; }
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}
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#endregion
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#region Properties
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/// <summary>
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/// Returns the number of active threads in the threadpool.
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/// </summary>
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public int NumberOfThreads
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{
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get
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{
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return this.threadpool is null ? 0 : this.threadpool.Count;
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}
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}
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/// <summary>
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/// Returns true if there are no tasks queued.
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/// </summary>
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public bool Empty
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{
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get
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{
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return this.tasks is null ? true : this.tasks.Count == 0;
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}
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}
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/// <summary>
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/// Maximum amount of threads that the pool can utilize
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/// </summary>
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public int MaxThreads
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{
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set
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{
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maxThreads = value;
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}
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get
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{
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return maxThreads;
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// Constructor that initializes a threadpool using default values. All threads run at the same priority.
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/// The maximum number of threads is equal to System.Environment.ProcessorCount
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/// </summary>
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public PriorityThreadPool()
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{
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threadpool = new List<WorkerThread>();
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tasks = new PriorityQueue<QueueEntry>();
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maxThreads = System.Environment.ProcessorCount;
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for (int i = 0; i < maxThreads; i++)
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{
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this.CreateAndStartWorkerThread();
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}
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observer = new Thread(() => ObserverLoop())
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{
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Name = "ThreadPool ObserverThread",
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Priority = ThreadPriority.BelowNormal
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};
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observer.Start();
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}
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/// <summary>
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/// Constructor that initializes a threadpool with a number of threads, all of the same priority.
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/// </summary>
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/// <param name="maxThreads">Maximum number of threads</param>
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public PriorityThreadPool(int maxThreads)
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{
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threadpool = new List<WorkerThread>();
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tasks = new PriorityQueue<QueueEntry>();
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this.maxThreads = Math.Max(maxThreads, 1);
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for (int i = 0; i < maxThreads; i++)
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{
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this.CreateAndStartWorkerThread();
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}
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observer = new Thread(() => ObserverLoop());
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observer.Name = "ThreadPool ObserverThread";
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observer.Priority = ThreadPriority.BelowNormal;
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observer.Start();
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}
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/// <summary>
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/// Constructor for a manually-configured threadpool that runs a specified number of threads.
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/// This threadpool with not be automatically managed and will always run the specified amount of threads
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/// </summary>
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/// <param name="lowest">Number of threads with Lowest priority.</param>
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/// <param name="belowNormal">Number of threads with BelowNormal priority.</param>
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/// <param name="normal">Number of threads with Normal priority.</param>
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/// <param name="aboveNormal">Number of threads with AboveNormal priority.</param>
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/// <param name="highest">Number of threads with Highest priority.</param>
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public PriorityThreadPool(int lowest, int belowNormal, int normal, int aboveNormal, int highest)
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{
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threadpool = new List<WorkerThread>();
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tasks = new PriorityQueue<QueueEntry>();
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for (int i = 0; i < lowest; i++)
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{
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this.CreateAndStartWorkerThread(ThreadPriority.Lowest);
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}
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for (int i = 0; i < belowNormal; i++)
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{
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this.CreateAndStartWorkerThread(ThreadPriority.BelowNormal);
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}
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for (int i = 0; i < normal; i++)
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{
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this.CreateAndStartWorkerThread(ThreadPriority.Normal);
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}
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for (int i = 0; i < aboveNormal; i++)
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{
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this.CreateAndStartWorkerThread(ThreadPriority.AboveNormal);
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}
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for (int i = 0; i < highest; i++)
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{
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this.CreateAndStartWorkerThread(ThreadPriority.Highest);
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Add a work item into the queue.
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/// </summary>
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/// <param name="waitCallback">WaitCallBack delegate that will be invoked by the threads.</param>
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/// <param name="callbackState">State used as parameter during invoke.</param>
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/// <param name="taskPriority">Priority of task. Affects its position into the queue.</param>
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public void QueueUserWorkItem(WaitCallback waitCallback, object callbackState, TaskPriority taskPriority)
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{
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while (!Monitor.TryEnter(tasksLock)) ;
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tasks.Enqueue(new QueueEntry(taskPriority, waitCallback, callbackState));
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Monitor.Exit(tasksLock);
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}
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/// <summary>
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/// Add a work item into the queue.
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/// </summary>
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/// <param name="waitCallback">WaitCallBack delegate that will be invoked by the threads.</param>
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/// <param name="callbackState">State used as parameter during invoke.</param>
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public void QueueUserWorkItem(WaitCallback waitCallback, object callbackState)
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{
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QueueUserWorkItem(waitCallback, callbackState, TaskPriority.Normal);
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}
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#endregion
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#region Private Methods
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private void CreateAndStartWorkerThread(ThreadPriority threadPriority)
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{
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var worker = new WorkerThread();
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worker.Thread = new Thread(() => ThreadMainLoop(ref worker));
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worker.Thread.Name = "ThreadPool WorkerThread";
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worker.Thread.Priority = threadPriority;
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worker.Running = true;
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worker.CancellationTokenSource = new CancellationTokenSource();
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worker.Thread.Start();
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threadpool.Add(worker);
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}
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private void CreateAndStartWorkerThread()
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{
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var worker = new WorkerThread();
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worker.Thread = new Thread(() => ThreadMainLoop(ref worker));
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worker.Thread.Name = "ThreadPool WorkerThread";
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worker.Running = true;
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worker.CancellationTokenSource = new CancellationTokenSource();
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worker.Thread.Start();
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threadpool.Add(worker);
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}
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/// <summary>
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/// Main loop that a thread from the pool is running.
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/// </summary>
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/// <threadId>Id of thread</threadId>
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private void ThreadMainLoop(ref WorkerThread thisWorkerThread)
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{
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thisWorkerThread.Running = true;
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while (thisWorkerThread.Running)
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{
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if (thisWorkerThread.CancellationTokenSource.Token.IsCancellationRequested)
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{
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thisWorkerThread.Running = false;
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return;
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}
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//Check if there are tasks
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if (tasks.Count > 0)
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{
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//If there are tasks, acquire a lock onto the list
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//and try to dequeue the highest priority task.
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//Finally, release the lock and invoke the task.
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thisWorkerThread.Working = true;
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QueueEntry task = null;
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while (!Monitor.TryEnter(tasksLock)) ;
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if (tasks.Count > 0)
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{
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task = tasks.Dequeue();
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}
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Monitor.Exit(tasksLock);
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if (task != null)
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{
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System.Diagnostics.Debug.WriteLine(Thread.CurrentThread.Name + " - Running task!");
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WaitCallback waitCallback = task.WaitCallback;
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waitCallback.Invoke(task.Object);
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}
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thisWorkerThread.Working = false;
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}
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}
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}
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/// <summary>
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/// Loop of the thread that adjusts and manipulates the threadpool
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/// </summary>
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private void ObserverLoop()
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{
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Statistics statistics = new Statistics();
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while (true)
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{
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//Observer operates on a 100ms loop. Due to the low priority of the thread itself, this loop will almost always take
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//considerably longer than 100ms.
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//Checks if the queue is empty. If yes, counter is decremented, else, counter is incremented.
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//If counter exceeds 5, it will try to add another thread to the thread, unless the threadpool has reached max size.
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//If counter is under -10, it will try to remove a thread from the threadpool, unless the threadpool has reached less than
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//max size / 4.
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if (observerCancellationTokenSource.Token.IsCancellationRequested)
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{
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return;
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}
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//This part of code updates the statistics of the threadpool.
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if (statistics.Initialized)
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{
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double loopDuration = (DateTime.Now - statistics.LastUpdate).TotalMilliseconds;
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if (statistics.LoopFrequency == 0)
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{
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statistics.LoopFrequency = loopDuration;
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}
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else
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{
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statistics.LoopFrequency = (statistics.LoopFrequency + loopDuration) / 2;
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}
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}
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else
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{
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statistics.Initialized = true;
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}
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statistics.LastUpdate = DateTime.Now;
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Thread.Sleep(100);
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//This part of code adjusts the performance counter. Ideally, the value should be 0.
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if (tasks.Count > 0)
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{
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statistics.PerformanceCounter++;
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if (statistics.PerformanceCounter > 5)
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{
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statistics.PerformanceCounter = 5;
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}
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}
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else
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{
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statistics.PerformanceCounter--;
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if (statistics.PerformanceCounter < -10)
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{
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statistics.PerformanceCounter = -10;
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}
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}
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//This part of code adjusts thread priorities based on the current performance of the threadpool
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if (tasks.Count > 0)
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{
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//If there are tasks pending, find a thread with priority under Normal and upgrade its priority.
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Thread t = FindThreadWithLowPriority();
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if (t != null)
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{
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UpgradeThreadPriority(t);
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}
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}
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else
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{
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//If there are no tasks pending, find a thread with priority above Lowest and downgrade its priority.
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Thread t = FindThreadWithAcceptablePriority();
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if (t != null)
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{
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DowngradeThreadPriority(t);
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}
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}
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//This part of code modifies the number of active threads based on the current performance of the threadpool
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if (statistics.PerformanceCounter >= 5)
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{
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if (threadpool.Count < this.maxThreads)
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{
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//Add a thread to the threadpool.
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//Reset counter to 0.
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statistics.PerformanceCounter = 0;
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this.CreateAndStartWorkerThread();
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}
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}
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else if (statistics.PerformanceCounter <= -10)
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{
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if (threadpool.Count > maxThreads / 4)
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{
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//Remove the last thread in the threadpool.
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//If thread is currently working, notify it to close.
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//Else, abort the thread.
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//Reset counter to 0.
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WorkerThread worker = threadpool[threadpool.Count - 1];
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if (worker.Working)
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{
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worker.Running = false;
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}
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else
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{
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worker.CancellationTokenSource.Cancel();
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}
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threadpool.RemoveAt(threadpool.Count - 1);
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statistics.PerformanceCounter = 0;
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}
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}
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}
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}
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/// <summary>
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/// Find a thread with Lowest or BelowNormal priority.
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/// </summary>
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/// <returns>Thread with low priority.</returns>
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private Thread FindThreadWithLowPriority()
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{
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foreach (WorkerThread t in threadpool)
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{
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if (t.Thread.Priority == ThreadPriority.Lowest || t.Thread.Priority == ThreadPriority.BelowNormal)
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{
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return t.Thread;
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}
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}
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return null;
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}
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/// <summary>
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/// Find a thread with BelowNormal or Normal priority.
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/// </summary>
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/// <returns>Thread with BelowNormal or Normal priority.</returns>
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private Thread FindThreadWithAcceptablePriority()
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{
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foreach (WorkerThread t in threadpool)
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{
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if (t.Thread.Priority == ThreadPriority.Normal || t.Thread.Priority == ThreadPriority.BelowNormal)
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{
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return t.Thread;
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}
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}
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return null;
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}
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/// <summary>
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/// Downgrades the priority of a thread one level.
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/// </summary>
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/// <param name="t">Thread to have its priority level downgraded.</param>
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/// <returns></returns>
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private void DowngradeThreadPriority(Thread t)
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{
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switch (t.Priority)
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{
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case ThreadPriority.Highest:
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t.Priority = ThreadPriority.AboveNormal;
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break;
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case ThreadPriority.AboveNormal:
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t.Priority = ThreadPriority.Normal;
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break;
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case ThreadPriority.Normal:
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t.Priority = ThreadPriority.BelowNormal;
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break;
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case ThreadPriority.BelowNormal:
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t.Priority = ThreadPriority.Lowest;
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break;
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case ThreadPriority.Lowest:
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t.Priority = ThreadPriority.Lowest;
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break;
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}
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}
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/// <summary>
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/// Upgrades the priority of a thread one level.
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/// </summary>
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/// <param name="t">Thread to have its priority level upgraded.</param>
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/// <returns></returns>
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private void UpgradeThreadPriority(Thread t)
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{
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switch (t.Priority)
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{
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case ThreadPriority.Highest:
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t.Priority = ThreadPriority.Highest;
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break;
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case ThreadPriority.AboveNormal:
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t.Priority = ThreadPriority.Highest;
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break;
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case ThreadPriority.Normal:
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t.Priority = ThreadPriority.AboveNormal;
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break;
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case ThreadPriority.BelowNormal:
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t.Priority = ThreadPriority.Normal;
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break;
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case ThreadPriority.Lowest:
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t.Priority = ThreadPriority.BelowNormal;
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break;
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}
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}
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#endregion
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#region IDisposable Support
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private bool disposedValue = false;
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/// <summary>
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/// Disposes of the tasks as well as aborts all threads. Called by the public Dispose() method.
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/// </summary>
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/// <param name="disposing"></param>
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protected virtual void Dispose(bool disposing)
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{
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if (!this.disposedValue)
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{
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if (disposing)
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{
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if (this.observer != null)
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{
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this.observerCancellationTokenSource.Cancel();
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this.observer.Join();
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}
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foreach (WorkerThread worker in threadpool)
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{
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worker.CancellationTokenSource.Cancel();
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worker.Thread.Join();
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}
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this.threadpool.Clear();
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this.tasks.Clear();
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}
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this.threadpool = null;
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this.tasks = null;
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this.observer = null;
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this.disposedValue = true;
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}
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}
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/// <summary>
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/// Disposes of the tasks as well as aborts all threads.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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}
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#endregion
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}
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}
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