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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#region Execute section
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private static readonly Win32.EventHandler 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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}
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private static partial class Win32 {
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[DllImport("Kernel32")]
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public static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
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public enum CtrlType
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{
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CTRL_C_EVENT = 0,
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CTRL_BREAK_EVENT = 1,
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CTRL_CLOSE_EVENT = 2,
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CTRL_LOGOFF_EVENT = 5,
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CTRL_SHUTDOWN_EVENT = 6
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}
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public delegate bool EventHandler(CtrlType sig);
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}
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private static Win32.EventHandler _handler = null;
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private static bool HandleExit(Win32.CtrlType 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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}
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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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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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