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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using IPA.Logging;
namespace IPA.Utilities
{
/// <summary>
/// Provides utilities for managing various critical sections.
/// </summary>
public static class CriticalSection
{
internal static void Configure()
{
Logger.log.Debug("Configuring exit handlers");
ResetExitHandlers();
}
#region Execute section
private static readonly Win32.EventHandler registeredHandler = HandleExit;
internal static void ResetExitHandlers()
{
Win32.SetConsoleCtrlHandler(registeredHandler, false);
Win32.SetConsoleCtrlHandler(registeredHandler, true);
}
private static partial class Win32 {
[DllImport("Kernel32")]
public static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
public enum CtrlType
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT = 1,
CTRL_CLOSE_EVENT = 2,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT = 6
}
public delegate bool EventHandler(CtrlType sig);
}
private static Win32.EventHandler _handler = null;
private static bool HandleExit(Win32.CtrlType type)
{
if (_handler != null)
return _handler(type);
return false;
}
private static volatile bool exitRecieved = false;
/// <summary>
/// Enters a critical execution section. Does not nest.
/// </summary>
/// <note>
/// During a critical execution section, the program must execute until the end of the section before
/// exiting. If an exit signal is recieved during the section, it will be canceled, and the process
/// will terminate at the end of the section.
/// </note>
public static void EnterExecuteSection()
{
ResetExitHandlers();
exitRecieved = false;
_handler = sig => exitRecieved = true;
}
/// <summary>
/// Exits a critical execution section. Does not nest.
/// </summary>
/// <note>
/// During a critical execution section, the program must execute until the end of the section before
/// exiting. If an exit signal is recieved during the section, it will be canceled, and the process
/// will terminate at the end of the section.
/// </note>
public static void ExitExecuteSection()
{
_handler = null;
if (exitRecieved)
Environment.Exit(1);
}
#endregion
#region GC section
// i wish i could reference GC_enable and GC_disable directly
[DllImport("mono-2.0-bdwgc")]
private static extern void mono_unity_gc_enable();
[DllImport("mono-2.0-bdwgc")]
private static extern void mono_unity_gc_disable();
/// <summary>
/// Enters a GC critical section. Each call to this must be paired with a call to <see cref="ExitGCSection"/>.
/// </summary>
/// <note>
/// During a GC critical section, no GCs will occur.
///
/// This may throw an <see cref="EntryPointNotFoundException"/> if the build of Mono the game is running on does
/// not have `mono_unity_gc_disable` exported. Use with caution.
/// </note>
public static void EnterGCSection()
{
mono_unity_gc_disable();
}
/// <summary>
/// Exits a GC critical section. Each call to this must have a preceding call to <see cref="EnterGCSection"/>.
/// </summary>
/// <note>
/// During a GC critical section, no GCs will occur.
///
/// This may throw an <see cref="EntryPointNotFoundException"/> if the build of Mono the game is running on does
/// not have `mono_unity_gc_enable` exported. Use with caution.
/// </note>
public static void ExitGCSection()
{
mono_unity_gc_enable();
}
#endregion
}
}