HandleCollector.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / fx / src / Misc / HandleCollector.cs / 1305376 / HandleCollector.cs

                            #if DEBUG_HANDLECOLLECTOR 
  using System.Diagnostics;
#endif
using System.Collections.Generic;
using System.Diagnostics; 

using System.Diagnostics.CodeAnalysis; 
[module: SuppressMessage("Microsoft.Design", "CA1020:AvoidNamespacesWithFewTypes", Scope="namespace", Target="System.Internal")] 
namespace System.Internal {
 
    internal sealed class HandleCollector {
        private static HandleType[]             handleTypes;
        private static int                      handleTypeCount;
    private static int                      suspendCount; 

        internal static event HandleChangeEventHandler HandleAdded; 
 
        internal static event HandleChangeEventHandler HandleRemoved;
 
        private static object internalSyncObject = new object();

        /// 
        ///  
        ///     Adds the given handle to the handle collector.  This keeps the
        ///     handle on a "hot list" of objects that may need to be garbage 
        ///     collected. 
        /// 
        internal static IntPtr Add(IntPtr handle, int type) { 
            handleTypes[type - 1].Add(handle);
            return handle;
        }
 
        /// 
        ///  
        ///     Suspends GC.Collect 
        /// 
        [SuppressMessage("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 
        internal static void SuspendCollect() {
        lock(internalSyncObject) {
                suspendCount++;
            } 
        }
 
        ///  
        /// 
        ///     Resumes GC.Collect 
        /// 
        [SuppressMessage("Microsoft.Reliability", "CA2001:AvoidCallingProblematicMethods")]
        [SuppressMessage("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
        internal static void ResumeCollect() { 
        bool performCollect = false;
        lock(internalSyncObject) { 
                if(suspendCount > 0){ 
                    suspendCount--;
                } 

                if(suspendCount == 0)
                {
                    for(int i=0; i < handleTypeCount; i++) 
                    {
                        lock(handleTypes[i]) { 
                            if (handleTypes[i].NeedCollection()) 
                            {
                                performCollect = true; 
                            }
                        }
                    }
                } 
            }
 
            if(performCollect) 
            {
                GC.Collect(); 
            }
        }

        ///  
        /// 
        ///     Registers a new type of handle with the handle collector. 
        ///  
        internal static int RegisterType(string typeName, int expense, int initialThreshold) {
            lock (internalSyncObject){ 
                if (handleTypeCount == 0 || handleTypeCount == handleTypes.Length) {
                    HandleType[] newTypes = new HandleType[handleTypeCount + 10];
                    if (handleTypes != null) {
                        Array.Copy(handleTypes, 0, newTypes, 0, handleTypeCount); 
                    }
                    handleTypes = newTypes; 
                } 

                handleTypes[handleTypeCount++] = new HandleType(typeName, expense, initialThreshold); 
                return handleTypeCount;
            }
        }
 
        /// 
        ///  
        ///     Removes the given handle from the handle collector.  Removing a 
        ///     handle removes it from our "hot list" of objects that should be
        ///     frequently garbage collected. 
        /// 
        internal static IntPtr Remove(IntPtr handle, int type) {
            return handleTypes[type - 1].Remove(handle);
        } 

        ///  
        ///  
        ///     Represents a specific type of handle.
        ///  
        private class HandleType {
            internal readonly string name;

            private int initialThreshHold; 
            private int threshHold;
            private int handleCount; 
            private readonly int deltaPercent; 

#if DEBUG_HANDLECOLLECTOR 
            private List handles = new List();
#endif

            ///  
            /// 
            ///     Creates a new handle type. 
            ///  
            internal HandleType(string name, int expense, int initialThreshHold) {
                this.name = name; 
                this.initialThreshHold = initialThreshHold;
                this.threshHold = initialThreshHold;
                this.deltaPercent = 100 - expense;
            } 

                            ///  
            ///  
            ///     Adds a handle to this handle type for monitoring.
            ///  
            [SuppressMessage("Microsoft.Reliability", "CA2001:AvoidCallingProblematicMethods")]
            internal void Add(IntPtr handle) {
                if( handle == IntPtr.Zero )
                { 
                    return;
                } 
 
                bool performCollect = false;
                int currentCount = 0; 

                lock(this) {
                    handleCount++;
#if DEBUG_HANDLECOLLECTOR 
                    Debug.Assert(!handles.Contains(handle));
                    handles.Add(handle); 
#endif 
                    performCollect = NeedCollection();
                    currentCount = handleCount; 
                }
                lock (internalSyncObject){
                    if (HandleCollector.HandleAdded != null) {
                        HandleCollector.HandleAdded(name, handle, currentCount); 
                    }
                } 
 
                if (!performCollect) {
                    return; 
                }


                if (performCollect) { 
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> Forcing garbage collect"); 
                    Debug.WriteLine("HC>     name        :" + name); 
                    Debug.WriteLine("HC>     threshHold  :" + (threshHold).ToString());
                    Debug.WriteLine("HC>     handleCount :" + (handleCount).ToString()); 
                    Debug.WriteLine("HC>     deltaPercent:" + (deltaPercent).ToString());
#endif
                    GC.Collect();
 
                    // We just performed a GC.  If the main thread is in a tight
                    // loop there is a this will cause us to increase handles forever and prevent handle collector 
                    // from doing its job.  Yield the thread here.  This won't totally cause 
                    // a finalization pass but it will effectively elevate the priority
                    // of the finalizer thread just for an instant.  But how long should 
                    // we sleep?  We base it on how expensive the handles are because the
                    // more expensive the handle, the more critical that it be reclaimed.
                    int sleep = (100 - deltaPercent) / 4;
                    System.Threading.Thread.Sleep(sleep); 
                }
            } 
 

            ///  
            /// 
            ///     Retrieves the outstanding handle count for this
            ///     handle type.
            ///  
            [SuppressMessage("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
            internal int GetHandleCount() { 
                lock(this) { 
                    return handleCount;
                } 
            }

            /// 
            ///  
            ///     Determines if this handle type needs a garbage collection pass.
            ///  
            internal bool NeedCollection() { 

                if (suspendCount > 0){ 
                    return false;
                }
                if (handleCount > threshHold) {
                    threshHold = handleCount + ((handleCount * deltaPercent) / 100); 
#if DEBUG_HANDLECOLLECTOR
                    Debug.WriteLine("HC> NeedCollection: increase threshHold to " + threshHold); 
#endif 
                    return true;
                } 

                // If handle count < threshHold, we don't
                // need to collect, but if it 10% below the next lowest threshhold we
                // will bump down a rung.  We need to choose a percentage here or else 
                // we will oscillate.
                // 
                int oldThreshHold = (100 * threshHold) / (100 + deltaPercent); 
                if (oldThreshHold >= initialThreshHold && handleCount <  (int)(oldThreshHold * .9F)) {
#if DEBUG_HANDLECOLLECTOR 
                    Debug.WriteLine("HC> NeedCollection: throttle threshhold " + threshHold + " down to " + oldThreshHold);
#endif
                    threshHold = oldThreshHold;
                } 

                return false; 
            } 

            ///  
            /// 
            ///     Removes the given handle from our monitor list.
            /// 
            internal IntPtr Remove(IntPtr handle) { 
                if( handle == IntPtr.Zero )
                { 
                    return handle; 
                }
                int currentCount = 0; 
                lock(this) {
                    handleCount--;
#if DEBUG_HANDLECOLLECTOR
                    Debug.Assert(handles.Contains(handle)); 
                    handles.Remove(handle);
#endif 
                    if (handleCount < 0) { 
                        System.Diagnostics.Debug.Fail("Handle collector underflow for type '" + name + "'");
                        handleCount = 0; 
                    }
                    currentCount = handleCount;
                }
                lock (internalSyncObject){ 
                    if (HandleCollector.HandleRemoved != null) {
                        HandleCollector.HandleRemoved(name, handle, currentCount); 
                    } 
                }
                return handle; 

            }
        }
    } 

    internal delegate void HandleChangeEventHandler(string handleType, IntPtr handleValue, int currentHandleCount); 
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

Link Menu

Network programming in C#, Network Programming in VB.NET, Network Programming in .NET
This book is available now!
Buy at Amazon US or
Buy at Amazon UK