HopperCache.cs source code in C# .NET

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/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / cdf / src / System.Runtime.DurableInstancing / System / Runtime / Collections / HopperCache.cs / 1305376 / HopperCache.cs

                            //------------------------------------------------------------ 
// Copyright (c) Microsoft Corporation.  All rights reserved.
//-----------------------------------------------------------

namespace System.Runtime.Collections 
{
    using System; 
    using System.Collections; 
    using System.Threading;
    using System.Diagnostics; 


    // This cache works like a MruCache, but operates loosely and without locks in the mainline path.
    // 
    // It consists of three 'hoppers', which are Hashtables (chosen for their nice threading characteristics - reading
    // doesn't require a lock).  Items enter the cache in the second hopper.  On lookups, cache hits result in the 
    // cache entry being promoted to the first hopper.  When the first hopper is full, the third hopper is dropped, 
    // and the first and second hoppers are shifted down, leaving an empty first hopper.  If the second hopper is
    // full when a new cache entry is added, the third hopper is dropped, the second hopper is shifted down, and a 
    // new second hopper is slotted in to become the new item entrypoint.
    //
    // Items can only be added and looked up.  There's no way to remove an item besides through attrition.
    // 
    // This cache has a built-in concept of weakly-referenced items (which can be enabled or disabled in the
    // constructor).  It needs this concept since the caller of the cache can't remove dead cache items itself. 
    // A weak HopperCache will simply ignore dead entries. 
    //
    // This structure allows cache lookups to be almost lock-free.  The only time the first hopper is written to 
    // is when a cache entry is promoted.  Promoting a cache entry is not critical - it's ok to skip a promotion.
    // Only one promotion is allowed at a time.  If a second is attempted, it is skipped.  This allows promotions
    // to be synchronized with just an Interlocked call.
    // 
    // New cache entries go into the second hopper, which requires a lock, as does shifting the hoppers down.
    // 
    // The hopperSize parameter determines the size of the first hopper.  When it reaches this size, the hoppers 
    // are shifted.  The second hopper is allowed to grow to twice this size.  This is because it needs room to get
    // new cache entries into the system, and the second hopper typically starts out 'full'.  Entries are never added 
    // directly to the third hopper.
    //
    // It's a error on the part of the caller to add the same key to the cache again if it's already in the cache
    // with a different value.  The new value will not necessarily overwrite the old value. 
    //
    // If a cache entry is about to be promoted from the third hopper, and in the mean time the third hopper has been 
    // shifted away, an intervening GetValue for the same key might return null, even though the item is still in 
    // the cache and a later GetValue might find it.  So it's very important never to add the same key to the cache
    // with two different values, even if GetValue returns null for the key in-between the first add and the second. 
    // (If this particular behavior is a problem, it may be possible to tighten up, but it's not necessary for the
    // current use of HopperCache - UriPrefixTable.)
    class HopperCache
    { 
        readonly int hopperSize;
        readonly bool weak; 
 
        Hashtable outstandingHopper;
        Hashtable strongHopper; 
        Hashtable limitedHopper;
        int promoting;
        LastHolder mruEntry;
 

        public HopperCache(int hopperSize, bool weak) 
        { 
            Fx.Assert(hopperSize > 0, "HopperCache hopperSize must be positive.");
 
            this.hopperSize = hopperSize;
            this.weak = weak;

            this.outstandingHopper = new Hashtable(hopperSize * 2); 
            this.strongHopper = new Hashtable(hopperSize * 2);
            this.limitedHopper = new Hashtable(hopperSize * 2); 
        } 

        // Calls to Add must be synchronized. 
        public void Add(object key, object value)
        {
            Fx.Assert(key != null, "HopperCache key cannot be null.");
            Fx.Assert(value != null, "HopperCache value cannot be null."); 

            // Special-case DBNull since it can never be collected. 
            if (this.weak && !object.ReferenceEquals(value, DBNull.Value)) 
            {
                value = new WeakReference(value); 
            }

            Fx.Assert(this.strongHopper.Count <= this.hopperSize * 2,
                "HopperCache strongHopper is bigger than it's allowed to get."); 

            if (this.strongHopper.Count >= this.hopperSize * 2) 
            { 
                Hashtable recycled = this.limitedHopper;
                recycled.Clear(); 
                recycled.Add(key, value);

                // The try/finally is here to make sure these happen without interruption.
                try { } finally 
                {
                    this.limitedHopper = this.strongHopper; 
                    this.strongHopper = recycled; 
                }
            } 
            else
            {
                // We do nothing to prevent things from getting added multiple times.  Also may be writing over
                // a dead weak entry. 
                this.strongHopper[key] = value;
            } 
        } 

        // Calls to GetValue do not need to be synchronized, but the object used to synchronize the Add calls 
        // must be passed in.  It's sometimes used.
        public object GetValue(object syncObject, object key)
        {
            Fx.Assert(key != null, "Can't look up a null key."); 

            WeakReference weakRef; 
            object value; 

            // The MruCache does this so we have to too. 
            LastHolder last = this.mruEntry;
            if (last != null && key.Equals(last.Key))
            {
                if (this.weak && (weakRef = last.Value as WeakReference) != null) 
                {
                    value = weakRef.Target; 
                    if (value != null) 
                    {
                        return value; 
                    }
                    this.mruEntry = null;
                }
                else 
                {
                    return last.Value; 
                } 
            }
 
            // Try the first hopper.
            object origValue = this.outstandingHopper[key];
            value = this.weak && (weakRef = origValue as WeakReference) != null ? weakRef.Target : origValue;
            if (value != null) 
            {
                this.mruEntry = new LastHolder(key, origValue); 
                return value; 
            }
 
            // Try the subsequent hoppers.
            origValue = this.strongHopper[key];
            value = this.weak && (weakRef = origValue as WeakReference) != null ? weakRef.Target : origValue;
            if (value == null) 
            {
                origValue = this.limitedHopper[key]; 
                value = this.weak && (weakRef = origValue as WeakReference) != null ? weakRef.Target : origValue; 
                if (value == null)
                { 
                    // Still no value?  It's not here.
                    return null;
                }
            } 

            this.mruEntry = new LastHolder(key, origValue); 
 
            // If we can get the promoting semaphore, move up to the outstanding hopper.
            int wasPromoting = 1; 
            try
            {
                try { } finally
                { 
                    // This is effectively a lock, which is why it uses lock semantics.  If the Interlocked call
                    // were 'lost', the cache wouldn't deadlock, but it would be permanently broken. 
                    wasPromoting = Interlocked.CompareExchange(ref this.promoting, 1, 0); 
                }
 
                // Only one thread can be inside this 'if' at a time.
                if (wasPromoting == 0)
                {
                    Fx.Assert(this.outstandingHopper.Count <= this.hopperSize, 
                        "HopperCache outstandingHopper is bigger than it's allowed to get.");
 
                    if (this.outstandingHopper.Count >= this.hopperSize) 
                    {
                        lock (syncObject) 
                        {
                            Hashtable recycled = this.limitedHopper;
                            recycled.Clear();
                            recycled.Add(key, origValue); 

                            // The try/finally is here to make sure these happen without interruption. 
                            try { } finally 
                            {
                                this.limitedHopper = this.strongHopper; 
                                this.strongHopper = this.outstandingHopper;
                                this.outstandingHopper = recycled;
                            }
                        } 
                    }
                    else 
                    { 
                        // It's easy for this to happen twice with the same key.
                        // 
                        // It's important that no one else can be shifting the current oustandingHopper
                        // during this operation.  We are only allowed to modify the *current* outstandingHopper
                        // while holding the pseudo-lock, which would be violated if it could be shifted out from
                        // under us (and potentially added to by Add in a ----). 
                        this.outstandingHopper[key] = origValue;
                    } 
                } 
            }
            finally 
            {
                if (wasPromoting == 0)
                {
                    this.promoting = 0; 
                }
            } 
 
            return value;
        } 

        class LastHolder
        {
            readonly object key; 
            readonly object value;
 
            internal LastHolder(object key, object value) 
            {
                this.key = key; 
                this.value = value;
            }

            internal object Key 
            {
                get 
                { 
                    return this.key;
                } 
            }

            internal object Value
            { 
                get
                { 
                    return this.value; 
                }
            } 
        }
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.


                        

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