using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using IPA.Logging;
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namespace IPA.Utilities
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{
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/// <summary>
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/// Provides utilities for managing various critical sections.
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/// </summary>
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public static class CriticalSection
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{
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internal static void Configure()
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{
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Logger.log.Debug("Configuring exit handlers");
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ResetExitHandlers();
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}
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private static void Reset(object sender, EventArgs e)
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{
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Win32.SetConsoleCtrlHandler(registeredHandler, false);
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WinHttp.SetPeekMessageHook(null);
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}
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#region Execute section
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private static readonly Win32.ConsoleCtrlDelegate registeredHandler = HandleExit;
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internal static void ResetExitHandlers()
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{
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Win32.SetConsoleCtrlHandler(registeredHandler, false);
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Win32.SetConsoleCtrlHandler(registeredHandler, true);
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WinHttp.SetPeekMessageHook(PeekMessageHook);
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}
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private static class WinHttp
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{
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public delegate bool PeekMessageHook(
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bool isW,
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uint result,
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[MarshalAs(UnmanagedType.LPStruct)]
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in Win32.MSG message,
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IntPtr hwnd,
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uint filterMin,
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uint filterMax,
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ref Win32.PeekMessageParams removeMsg);
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[DllImport("bsipa-doorstop")]
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public static extern void SetPeekMessageHook(
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[MarshalAs(UnmanagedType.FunctionPtr)]
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PeekMessageHook hook);
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}
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private static Win32.ConsoleCtrlDelegate _handler = null;
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private static volatile bool isInExecuteSection = false;
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// returns true to continue looping and calling PeekMessage
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private static bool PeekMessageHook(
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bool isW,
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uint result,
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[MarshalAs(UnmanagedType.LPStruct)]
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in Win32.MSG message,
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IntPtr hwnd,
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uint filterMin,
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uint filterMax,
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ref Win32.PeekMessageParams removeMsg)
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{
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if (isInExecuteSection)
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{
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if (result == 0) return false;
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switch (message.message)
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{
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case Win32.WM.CLOSE:
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if (removeMsg != Win32.PeekMessageParams.PM_REMOVE)
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{
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removeMsg = Win32.PeekMessageParams.PM_REMOVE;
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exitRecieved = true;
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return true;
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}
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else
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{
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removeMsg = Win32.PeekMessageParams.PM_NOREMOVE;
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return true;
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}
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default:
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return false;
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}
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}
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return false;
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}
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private static bool HandleExit(Win32.CtrlTypes type)
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{
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if (_handler != null)
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return _handler(type);
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return false;
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}
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private static volatile bool exitRecieved = false;
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/// <summary>
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/// Enters a critical execution section. Does not nest.
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/// </summary>
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/// <note>
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/// During a critical execution section, the program must execute until the end of the section before
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/// exiting. If an exit signal is recieved during the section, it will be canceled, and the process
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/// will terminate at the end of the section.
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/// </note>
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public static void EnterExecuteSection()
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{
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ResetExitHandlers();
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exitRecieved = false;
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_handler = sig => exitRecieved = true;
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isInExecuteSection = true;
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}
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/// <summary>
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/// Exits a critical execution section. Does not nest.
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/// </summary>
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/// <note>
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/// During a critical execution section, the program must execute until the end of the section before
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/// exiting. If an exit signal is recieved during the section, it will be canceled, and the process
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/// will terminate at the end of the section.
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/// </note>
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public static void ExitExecuteSection()
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{
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_handler = null;
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isInExecuteSection = false;
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Reset(null, null);
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if (exitRecieved)
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Environment.Exit(1);
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}
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#endregion
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#region GC section
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// i wish i could reference GC_enable and GC_disable directly
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[DllImport("mono-2.0-bdwgc")]
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private static extern void mono_unity_gc_enable();
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[DllImport("mono-2.0-bdwgc")]
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private static extern void mono_unity_gc_disable();
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/// <summary>
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/// Enters a GC critical section. Each call to this must be paired with a call to <see cref="ExitGCSection"/>.
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/// </summary>
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/// <note>
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/// During a GC critical section, no GCs will occur.
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///
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/// This may throw an <see cref="EntryPointNotFoundException"/> if the build of Mono the game is running on does
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/// not have `mono_unity_gc_disable` exported. Use with caution.
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/// </note>
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public static void EnterGCSection()
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{
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mono_unity_gc_disable();
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}
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/// <summary>
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/// Exits a GC critical section. Each call to this must have a preceding call to <see cref="EnterGCSection"/>.
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/// </summary>
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/// <note>
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/// During a GC critical section, no GCs will occur.
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///
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/// This may throw an <see cref="EntryPointNotFoundException"/> if the build of Mono the game is running on does
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/// not have `mono_unity_gc_enable` exported. Use with caution.
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/// </note>
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public static void ExitGCSection()
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{
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mono_unity_gc_enable();
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}
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#endregion
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}
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}
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