经典代码IOCP的C#实现(转)
using System;
using System.Threading; // Included for the Thread.Sleep call
using Continuum.Threading;
namespace Sample
{
//============================================
/// <summary> Sample class for the threading class </summary>
public class UtilThreadingSample
{
//*******************************************
/// <summary> Test Method </summary>
static void Main()
{
// Create the MSSQL IOCP Thread Pool
IOCPThreadPool pThreadPool = new IOCPThreadPool(0, 5, 10, new IOCPThreadPool.USER_FUNCTION(IOCPThreadFunction));
pThreadPool.PostEvent(10);
Thread.Sleep(100);
pThreadPool.Dispose();
}
//*****************************************
/// <summary> Function to be called by the IOCP thread pool. Called when
/// a command is posted for processing by the SocketManager </summary>
/// <param name="iValue"> The value provided by the thread posting the event </param>
static public void IOCPThreadFunction(Int32 iValue)
{
try
{
Console.WriteLine("Value: {0}", iValue);
}
catch (Exception pException)
{
Console.WriteLine(pException.Message);
}
}
}
}
using System;
using System.Threading;
using System.Runtime.InteropServices;
namespace Continuum.Threading
{
// Structures
//==========================================
/// <summary> This is the WIN32 OVERLAPPED structure </summary>
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public unsafe struct OVERLAPPED
{
UInt32* ulpInternal;
UInt32* ulpInternalHigh;
Int32 lOffset;
Int32 lOffsetHigh;
UInt32 hEvent;
}
// Classes
//============================================
/// <summary> This class provides the ability to create a thread pool to manage work. The
/// class abstracts the Win32 IOCompletionPort API so it requires the use of
/// unmanaged code. Unfortunately the .NET framework does not provide this functionality </summary>
public sealed class IOCPThreadPool
{
// Win32 Function Prototypes
/// <summary> Win32Func: Create an IO Completion Port Thread Pool </summary>
[DllImport("Kernel32", CharSet = CharSet.Auto)]
private unsafe static extern UInt32 CreateIoCompletionPort(UInt32 hFile, UInt32 hExistingCompletionPort, UInt32* puiCompletionKey, UInt32 uiNumberOfConcurrentThreads);
/// <summary> Win32Func: Closes an IO Completion Port Thread Pool </summary>
[DllImport("Kernel32", CharSet = CharSet.Auto)]
private unsafe static extern Boolean CloseHandle(UInt32 hObject);
/// <summary> Win32Func: Posts a context based event into an IO Completion Port Thread Pool </summary>
[DllImport("Kernel32", CharSet = CharSet.Auto)]
private unsafe static extern Boolean PostQueuedCompletionStatus(UInt32 hCompletionPort, UInt32 uiSizeOfArgument, UInt32* puiUserArg, OVERLAPPED* pOverlapped);
/// <summary> Win32Func: Waits on a context based event from an IO Completion Port Thread Pool.
/// All threads in the pool wait in this Win32 Function </summary>
[DllImport("Kernel32", CharSet = CharSet.Auto)]
private unsafe static extern Boolean GetQueuedCompletionStatus(UInt32 hCompletionPort, UInt32* pSizeOfArgument, UInt32* puiUserArg, OVERLAPPED** ppOverlapped, UInt32 uiMilliseconds);
// Constants
/// <summary> SimTypeConst: This represents the Win32 Invalid Handle Value Macro </summary>
private const UInt32 INVALID_HANDLE_VALUE = 0xffffffff;
/// <summary> SimTypeConst: This represents the Win32 INFINITE Macro </summary>
private const UInt32 INIFINITE = 0xffffffff;
/// <summary> SimTypeConst: This tells the IOCP Function to shutdown </summary>
private const Int32 SHUTDOWN_IOCPTHREAD = 0x7fffffff;
// Delegate Function Types
/// <summary> DelType: This is the type of user function to be supplied for the thread pool </summary>
public delegate void USER_FUNCTION(Int32 iValue);
// Private Properties
private UInt32 m_hHandle;
/// <summary> SimType: Contains the IO Completion Port Thread Pool handle for this instance </summary>
private UInt32 GetHandle { get { return m_hHandle; } set { m_hHandle = value; } }
private Int32 m_uiMaxConcurrency;
/// <summary> SimType: The maximum number of threads that may be running at the same time </summary>
private Int32 GetMaxConcurrency { get { return m_uiMaxConcurrency; } set { m_uiMaxConcurrency = value; } }
private Int32 m_iMinThreadsInPool;
/// <summary> SimType: The minimal number of threads the thread pool maintains </summary>
private Int32 GetMinThreadsInPool { get { return m_iMinThreadsInPool; } set { m_iMinThreadsInPool = value; } }
private Int32 m_iMaxThreadsInPool;
/// <summary> SimType: The maximum number of threads the thread pool maintains </summary>
private Int32 GetMaxThreadsInPool { get { return m_iMaxThreadsInPool; } set { m_iMaxThreadsInPool = value; } }
private Object m_pCriticalSection;
/// <summary> RefType: A serialization object to protect the class state </summary>
private Object GetCriticalSection { get { return m_pCriticalSection; } set { m_pCriticalSection = value; } }
private USER_FUNCTION m_pfnUserFunction;
/// <summary> DelType: A reference to a user specified function to be call by the thread pool </summary>
private USER_FUNCTION GetUserFunction { get { return m_pfnUserFunction; } set { m_pfnUserFunction = value; } }
private Boolean m_bDisposeFlag;
/// <summary> SimType: Flag to indicate if the class is disposing </summary>
private Boolean IsDisposed { get { return m_bDisposeFlag; } set { m_bDisposeFlag = value; } }
// Public Properties
private Int32 m_iCurThreadsInPool;
/// <summary> SimType: The current number of threads in the thread pool </summary>
public Int32 GetCurThreadsInPool { get { return m_iCurThreadsInPool; } set { m_iCurThreadsInPool = value; } }
/// <summary> SimType: Increment current number of threads in the thread pool </summary>
private Int32 IncCurThreadsInPool() { return Interlocked.Increment(ref m_iCurThreadsInPool); }
/// <summary> SimType: Decrement current number of threads in the thread pool </summary>
private Int32 DecCurThreadsInPool() { return Interlocked.Decrement(ref m_iCurThreadsInPool); }
private Int32 m_iActThreadsInPool;
/// <summary> SimType: The current number of active threads in the thread pool </summary>
public Int32 GetActThreadsInPool { get { return m_iActThreadsInPool; } set { m_iActThreadsInPool = value; } }
/// <summary> SimType: Increment current number of active threads in the thread pool </summary>
private Int32 IncActThreadsInPool() { return Interlocked.Increment(ref m_iActThreadsInPool); }
/// <summary> SimType: Decrement current number of active threads in the thread pool </summary>
private Int32 DecActThreadsInPool() { return Interlocked.Decrement(ref m_iActThreadsInPool); }
private Int32 m_iCurWorkInPool;
/// <summary> SimType: The current number of Work posted in the thread pool </summary>
public Int32 GetCurWorkInPool { get { return m_iCurWorkInPool; } set { m_iCurWorkInPool = value; } }
/// <summary> SimType: Increment current number of Work posted in the thread pool </summary>
private Int32 IncCurWorkInPool() { return Interlocked.Increment(ref m_iCurWorkInPool); }
/// <summary> SimType: Decrement current number of Work posted in the thread pool </summary>
private Int32 DecCurWorkInPool() { return Interlocked.Decrement(ref m_iCurWorkInPool); }
// Constructor, Finalize, and Dispose
//***********************************************
/// <summary> Constructor </summary>
/// <param name = "iMaxConcurrency"> SimType: Max number of running threads allowed </param>
/// <param name = "iMinThreadsInPool"> SimType: Min number of threads in the pool </param>
/// <param name = "iMaxThreadsInPool"> SimType: Max number of threads in the pool </param>
/// <param name = "pfnUserFunction"> DelType: Reference to a function to call to perform work </param>
/// <exception cref = "Exception"> Unhandled Exception </exception>
public IOCPThreadPool(Int32 iMaxConcurrency, Int32 iMinThreadsInPool, Int32 iMaxThreadsInPool, USER_FUNCTION pfnUserFunction)
{
try
{
// Set initial class state
GetMaxConcurrency = iMaxConcurrency;
GetMinThreadsInPool = iMinThreadsInPool;
GetMaxThreadsInPool = iMaxThreadsInPool;
GetUserFunction = pfnUserFunction;
// Init the thread counters
GetCurThreadsInPool = 0;
GetActThreadsInPool = 0;
GetCurWorkInPool = 0;
// Initialize the Monitor Object
GetCriticalSection = new Object();
// Set the disposing flag to false
IsDisposed = false;
unsafe
{
// Create an IO Completion Port for Thread Pool use
GetHandle = CreateIoCompletionPort(INVALID_HANDLE_VALUE, 0, null, (UInt32)GetMaxConcurrency);
}
// Test to make sure the IO Completion Port was created
if (GetHandle == 0)
throw new Exception("Unable To Create IO Completion Port");
// Allocate and start the Minimum number of threads specified
Int32 iStartingCount = GetCurThreadsInPool;
ThreadStart tsThread = new ThreadStart(IOCPFunction);
for (Int32 iThread = 0; iThread < GetMinThreadsInPool; ++iThread)
{
// Create a thread and start it
Thread thThread = new Thread(tsThread);
thThread.Name = "IOCP " + thThread.GetHashCode();
thThread.Start();
// Increment the thread pool count
IncCurThreadsInPool();
}
}
catch
{
throw new Exception("Unhandled Exception");
}
}
//***********************************************
/// <summary> Finalize called by the GC </summary>
~IOCPThreadPool()
{
if (!IsDisposed)
Dispose();
}
//**********************************************
/// <summary> Called when the object will be shutdown. This
/// function will wait for all of the work to be completed
/// inside the queue before completing </summary>
public void Dispose()
{
try
{
// Flag that we are disposing this object
IsDisposed = true;
// Get the current number of threads in the pool
Int32 iCurThreadsInPool = GetCurThreadsInPool;
// Shutdown all thread in the pool
for (Int32 iThread = 0; iThread < iCurThreadsInPool; ++iThread)
{
unsafe
{
bool bret = PostQueuedCompletionStatus(GetHandle, 4, (UInt32*)SHUTDOWN_IOCPTHREAD, null);
}
}
// Wait here until all the threads are gone
while (GetCurThreadsInPool != 0) Thread.Sleep(100);
unsafe
{
// Close the IOCP Handle
CloseHandle(GetHandle);
}
}
catch
{
}
}
// Private Methods
//*******************************************
/// <summary> IOCP Worker Function that calls the specified user function </summary>
private void IOCPFunction()
{
UInt32 uiNumberOfBytes;
Int32 iValue;
try
{
while (true)
{
unsafe
{
OVERLAPPED* pOv;
// Wait for an event
GetQueuedCompletionStatus(GetHandle, &uiNumberOfBytes, (UInt32*)&iValue, &pOv, INIFINITE);
}
// Decrement the number of events in queue
DecCurWorkInPool();
// Was this thread told to shutdown
if (iValue == SHUTDOWN_IOCPTHREAD)
break;
// Increment the number of active threads
IncActThreadsInPool();
try
{
// Call the user function
GetUserFunction(iValue);
}
catch
{
}
// Get a lock
Monitor.Enter(GetCriticalSection);
try
{
// If we have less than max threads currently in the pool
if (GetCurThreadsInPool < GetMaxThreadsInPool)
{
// Should we add a new thread to the pool
if (GetActThreadsInPool == GetCurThreadsInPool)
{
if (IsDisposed == false)
{
// Create a thread and start it
ThreadStart tsThread = new ThreadStart(IOCPFunction);
Thread thThread = new Thread(tsThread);
thThread.Name = "IOCP " + thThread.GetHashCode();
thThread.Start();
// Increment the thread pool count
IncCurThreadsInPool();
}
}
}
}
catch
{
}
// Relase the lock
Monitor.Exit(GetCriticalSection);
// Increment the number of active threads
DecActThreadsInPool();
}
}
catch
{
}
// Decrement the thread pool count
DecCurThreadsInPool();
}
// Public Methods
//******************************************
/// <summary> IOCP Worker Function that calls the specified user function </summary>
/// <param name="iValue"> SimType: A value to be passed with the event </param>
/// <exception cref = "Exception"> Unhandled Exception </exception>
public void PostEvent(Int32 iValue)
{
try
{
// Only add work if we are not disposing
if (IsDisposed == false)
{
unsafe
{
// Post an event into the IOCP Thread Pool
PostQueuedCompletionStatus(GetHandle, 4, (UInt32*)iValue, null);
}
// Increment the number of item of work
IncCurWorkInPool();
// Get a lock
Monitor.Enter(GetCriticalSection);
try
{
// If we have less than max threads currently in the pool
if (GetCurThreadsInPool < GetMaxThreadsInPool)
{
// Should we add a new thread to the pool
if (GetActThreadsInPool == GetCurThreadsInPool)
{
if (IsDisposed == false)
{
// Create a thread and start it
ThreadStart tsThread = new ThreadStart(IOCPFunction);
Thread thThread = new Thread(tsThread);
thThread.Name = "IOCP " + thThread.GetHashCode();
thThread.Start();
// Increment the thread pool count
IncCurThreadsInPool();
}
}
}
}
catch
{
}
// Release the lock
Monitor.Exit(GetCriticalSection);
}
}
catch (Exception e)
{
throw e;
}
catch
{
throw new Exception("Unhandled Exception");
}
}
//*****************************************
/// <summary> IOCP Worker Function that calls the specified user function </summary>
/// <exception cref = "Exception"> Unhandled Exception </exception>
public void PostEvent()
{
try
{
// Only add work if we are not disposing
if (IsDisposed == false)
{
unsafe
{
// Post an event into the IOCP Thread Pool
PostQueuedCompletionStatus(GetHandle, 0, null, null);
}
// Increment the number of item of work
IncCurWorkInPool();
// Get a lock
Monitor.Enter(GetCriticalSection);
try
{
// If we have less than max threads currently in the pool
if (GetCurThreadsInPool < GetMaxThreadsInPool)
{
// Should we add a new thread to the pool
if (GetActThreadsInPool == GetCurThreadsInPool)
{
if (IsDisposed == false)
{
// Create a thread and start it
ThreadStart tsThread = new ThreadStart(IOCPFunction);
Thread thThread = new Thread(tsThread);
thThread.Name = "IOCP " + thThread.GetHashCode();
thThread.Start();
// Increment the thread pool count
IncCurThreadsInPool();
}
}
}
}
catch
{
}
// Release the lock
Monitor.Exit(GetCriticalSection);
}
}
catch (Exception e)
{
throw e;
}
catch
{
throw new Exception("Unhandled Exception");
}
}
}
}