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374 lines
12 KiB
374 lines
12 KiB
/*++
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Copyright (C) 1996-2001 Microsoft Corporation
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Module Name:
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EXECQ.H
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Abstract:
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Defines classes related to execution queues.
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Classes defined:
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CExecRequest An abstract request.
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CExecQueue A queue of requests with an associated thread
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History:
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23-Jul-96 a-raymcc Created.
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3/10/97 a-levn Fully documented
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9/6/97 a-levn Rewrote for thread pool
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--*/
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#ifndef __EXECQUEUE__H_
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#define __EXECQUEUE__H_
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#include "sync.h"
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#include "wbemutil.h"
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#ifdef __COLLECT_ALLOC_STAT
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#include "stackcom.h"
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#endif
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//******************************************************************************
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//******************************************************************************
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//
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// class CExecRequest
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//
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// Abstract base class for any schedulable request
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//
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//******************************************************************************
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//
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// Execute
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//
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// Primary method. Executes the request, whatever that means.
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//
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// Returns:
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//
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// int: return code. 0 means success, everything else --- failure.
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// Exact error codes are request-specific.
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//
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//******************************************************************************
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class POLARITY CExecRequest
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{
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protected:
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HANDLE m_hWhenDone;
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CExecRequest* m_pNext;
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long m_lPriority;
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bool m_fOk;
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public:
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void SetWhenDoneHandle(HANDLE h) {m_hWhenDone = h;}
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HANDLE GetWhenDoneHandle() {return m_hWhenDone;}
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void SetNext(CExecRequest* pNext) {m_pNext = pNext;}
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CExecRequest* GetNext() {return m_pNext;}
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void SetPriority(long lPriority) {m_lPriority = lPriority;}
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long GetPriority() {return m_lPriority;}
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virtual void DumpError(){ DEBUGTRACE((LOG_WBEMCORE,
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"No additional info\n"));};
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bool IsOk( void ) { return m_fOk; }
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public:
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CExecRequest();
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virtual ~CExecRequest();
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virtual HRESULT Execute() = 0;
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};
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//******************************************************************************
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//******************************************************************************
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//
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// class CExecQueue
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//
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// CExecQueue represents the concept of a queue of requests with an associated
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// thread to execute those requests. In a lot of respects, it is similar to
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// a message queue. Requests are added to the queue (which is represented by
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// an array) and the thread (created by the Run function) picks them up one
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// by one and executes them.
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//
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// The trick is what to do if while processing one request, another one
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// is generated and needs to be processed before the first one succeeds. This
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// is similar to a SendMessage, but trickier: the thread generating the new
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// request may not be the thread attached to the queue!
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//
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// To overcome this problem, we make all our waits interruptible in the
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// following sense. Whenever the thread attached to the queue needs to block
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// waiting for something to happen (which is when another thread may post a
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// new request and deadlock the system), it uses QueueWaitForSingleObject
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// instead. This function will wait for the object that the thread wanted to
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// wait for but it will also wake up if a new Critical request is added to
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// the queue and process any such request while waiting.
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//
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// See QueueWaitForSingleObject for details.
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//
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// Operations of CExecQueue are protected by a critical section, so multiple
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// threads can add requests simultaneously.
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//
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//******************************************************************************
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//
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// Constructor
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//
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// Creates and initializes all the synchronization objects, as well as the
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// thread local storage required by QueueWaitForSingleObject.
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//
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//******************************************************************************
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//
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// Destructor
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//
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// Deletes synchronization objects.
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//
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//******************************************************************************
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//
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// virtual Enqueue
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//
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// Adds a request to the queue. The acction depends on whether the request is
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// critical or not. If not, it is added to the queue and the semaphor of
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// non-critical requests is incremented. The processing thread will pick it up
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// in FIFO order. If critical, request is added to the front of the queye and
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// the semaphor of critical requests is incremented. This will cause the
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// processing thread to take this request the next time it enters into a
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// waiting state (see QueueWaitForSingleObject).
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//
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//******************************************************************************
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//
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// QueueWaitForSingleObject
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//
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// The core of the trick. In WINMGMT, whenever a thread needs to wait for an
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// object, it calls this function instead. This function checks if the calling
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// thread is the registered processing thread for any CExecQueue object (by
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// looking up the m_dwTlsIndex thread local variable for the thread). If it
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// is not, the function simply calls WaitForSingleObject.
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//
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// If it is, the function queries the queue for the semaphore indicating the
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// number of critical requests on the queue. It then calls
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// WaitForMultipleObjects with the original handle and the semaphore. If the
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// semaphore is signaled during the wait (or was singlaled when we came in),
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// this function picks up the first requests on the queue and executes it;
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// once that request is complete, it resumes the wait (with adjusted timeout).
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//
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// Parameters:
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//
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// HANDLE hHandle The handle of synchronization object to wait for.
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// DWORD dwTimeout Timeout in milliseconds.
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//
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// Returns:
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//
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// Same values as WaitForSingleObject:
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// WAIT_OBJECT_0 hHandle became signaled
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// WAIT_TIMEOUT Timed out.
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//
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//******************************************************************************
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//**************************** protected ***************************************
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//
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// Register
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//
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// Registers the calling thread as the processing thread of this queue by
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// storing the pointer to the queue in the m_dwTlsIndex thread local storage
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// variable. QueueWaitForSingleObject reads this index to interrupt waits
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// when needed (see QueueWaitForSingleObject).
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//
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// Returns:
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//
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// CExecQueue*: the previous CExecQueue this thread was registered for,
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// or NULL if none. The caller MUST not delete this object.
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//
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//******************************************************************************
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//
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// ThreadMain
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//
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// This is the function that the thread created by Run executes. It sits in
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// an infinite loop, retrieving requests and executing them one by one.
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// This function never returns.
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//
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//******************************************************************************
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//
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// Dequeue
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//
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// Retrieves the request at the head of the queue and removes it from the
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// queue.
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//
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// Returns:
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//
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// CExecRequest*: the request that was at the head of the queue, or NULL
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// if the queue was empty. The caller must delete this
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// object when no longer needed.
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//
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//******************************************************************************
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//
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// static _ThreadEntry
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//
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// Stub function used to create the tread. Calls ThreadEntry on the real
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// CExecQueue.
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//
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// Parameters:
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//
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// LPVOID pObj Actually CExecQueue* to the queue this thread is
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// supposed to serve.
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//
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// Returns:
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//
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// never.
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//
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//******************************************************************************
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//
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// static InitTls
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//
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// Invoked only once during the life of the system (not the life of a queue),
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// creates a thread local storage location where the pointer to the queue is
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// stored for the attached threads (see Register and QueueWaitForSingleObject)
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//
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//******************************************************************************
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//
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// GetNormalReadyHandle
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//
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// Returns the handle to the semaphore which contains the number of
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// non-critical requests currently on the queue.
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//
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// Returns:
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//
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// HANDLE: the the semaphore
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//
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//******************************************************************************
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//
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// GetCriticalReadyHandle
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//
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// Returns the handle to the semaphore which contains the number of
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// critical requests currently on the queue.
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//
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// Returns:
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//
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// HANDLE: the the semaphore
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//
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//******************************************************************************
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//
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// Execute
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//
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// Dequeues and executes a single request.
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//
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//******************************************************************************
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class POLARITY CExecQueue
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{
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protected:
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class CThreadRecord
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{
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public:
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CExecQueue* m_pQueue;
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CExecRequest* m_pCurrentRequest;
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BOOL m_bReady;
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BOOL m_bExitNow;
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HANDLE m_hThread;
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HANDLE m_hAttention;
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public:
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CThreadRecord(CExecQueue* pQueue);
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~CThreadRecord();
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void Signal();
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};
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protected:
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static long mstatic_lNumInits;
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long m_lRef;
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CCritSec m_cs;
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CFlexArray m_aThreads;
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CExecRequest* m_pHead;
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CExecRequest* m_pTail;
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long m_lNumThreads;
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long m_lNumIdle;
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long m_lNumRequests;
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long m_lMaxThreads;
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long m_lHiPriBound;
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long m_lHiPriMaxThreads;
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long m_lStartSlowdownCount;
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long m_lAbsoluteLimitCount;
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long m_lOneSecondDelayCount;
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double m_dblAlpha;
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double m_dblBeta;
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DWORD m_dwTimeout;
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DWORD m_dwOverflowTimeout;
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BOOL m_bShutDonwCalled;
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protected:
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virtual void ThreadMain(CThreadRecord* pRecord);
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virtual void LogError(CExecRequest* pRequest, int nRes);
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static DWORD WINAPI _ThreadEntry(LPVOID pObj);
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static void InitTls();
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virtual HRESULT InitializeThread();
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virtual void UninitializeThread();
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virtual BOOL CreateNewThread();
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static void Register(CThreadRecord* pRecord);
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virtual void ShutdownThread(CThreadRecord* pRecord);
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virtual BOOL IsSuitableThread(CThreadRecord* pRecord, CExecRequest* pReq);
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virtual BOOL DoesNeedNewThread(CExecRequest* pReq);
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virtual BOOL IsIdleTooLong(CThreadRecord* pRecord, DWORD dwIdle);
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virtual DWORD GetIdleTimeout(CThreadRecord* pRecord);
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virtual BOOL IsAppropriateThread();
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virtual DWORD WaitForSingleObjectWhileBusy(HANDLE hHandle, DWORD dwWait,
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CThreadRecord* pRecord);
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virtual DWORD UnblockedWaitForSingleObject(HANDLE hHandle, DWORD dwWait,
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CThreadRecord* pRecord);
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virtual BOOL Execute(CThreadRecord* pRecord);
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virtual BOOL IsSTA() {return FALSE;}
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virtual CExecRequest* SearchForSuitableRequest(CThreadRecord* pRecord);
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virtual void SitOutPenalty(long lRequestIndex);
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virtual DWORD CalcSitOutPenalty(long lRequestIndex);
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virtual void AdjustInitialPriority(CExecRequest* pRequest){}
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virtual void AdjustPriorityForPassing(CExecRequest* pRequest){}
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public:
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CExecQueue();
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~CExecQueue();
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void AddRef() {InterlockedIncrement(&m_lRef);}
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void Release() {LONG lRet = InterlockedDecrement(&m_lRef); if(0 == lRet) delete this;}
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static DWORD GetTlsIndex();
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void Enter();
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void Leave();
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virtual HRESULT Enqueue(CExecRequest* pRequest, HANDLE* phWhenDone = NULL);
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HRESULT EnqueueWithoutSleep(CExecRequest* pRequest, HANDLE* phWhenDone = NULL );
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HRESULT EnqueueAndWait(CExecRequest* pRequest);
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virtual LPCWSTR GetType() {return L"";}
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void SetThreadLimits(long lMaxThreads, long lHiPriMaxThreads = -1,
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long lHiPriBound = 0);
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void SetIdleTimeout(DWORD dwTimeout) {m_dwTimeout = dwTimeout;}
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void SetOverflowIdleTimeout(DWORD dwTimeout)
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{m_dwOverflowTimeout = dwTimeout;}
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void SetRequestLimits(long lAbsoluteLimitCount,
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long lStartSlowdownCount = -1, long lOneSecondDelayCount = -1);
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void Shutdown();
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DWORD GetSitoutPenalty( void ) { return CalcSitOutPenalty( m_lNumRequests ); }
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static DWORD QueueWaitForSingleObject(HANDLE hHandle, DWORD dwWait);
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static DWORD QueueUnblockedWaitForSingleObject(HANDLE hHandle, DWORD dwWait);
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static BOOL IsSTAThread();
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};
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#endif
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