Code:
/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / whidbey / netfxsp / ndp / fx / src / Net / System / Net / SecureProtocols / _HelperAsyncResults.cs / 1 / _HelperAsyncResults.cs
/*++
Copyright (c) 2000 Microsoft Corporation
Module Name:
_HelperAsyncResults.cs
Abstract:
These are simple helpers to keep track of protocol IO requests
Author:
Alexei Vopilov Aug 18 2003
Revision History:
--*/
namespace System.Net {
using System;
using System.IO;
using System.Threading;
//
// Simply said whenever we want to wrap a user IO request we need
// to preserve the original request buffer & sizes.
//
// Usually we would return this class as IAsyncResult to application
//
internal class BufferAsyncResult: LazyAsyncResult {
public byte[] Buffer;
public BufferOffsetSize[] Buffers;
public int Offset;
public int Count;
public bool IsWrite;
// MultipleWriteOnly
//
public BufferAsyncResult(object asyncObject, BufferOffsetSize[] buffers, object asyncState, AsyncCallback asyncCallback)
:base (asyncObject, asyncState, asyncCallback)
{
Buffers = buffers;
IsWrite = true;
}
public BufferAsyncResult(object asyncObject, byte[] buffer, int offset, int count, object asyncState, AsyncCallback asyncCallback)
:this(asyncObject, buffer, offset, count, false, asyncState, asyncCallback)
{
}
public BufferAsyncResult(object asyncObject, byte[] buffer, int offset, int count, bool isWrite, object asyncState, AsyncCallback asyncCallback)
:base (asyncObject, asyncState, asyncCallback)
{
Buffer = buffer;
Offset = offset;
Count = count;
IsWrite = isWrite;
}
}
// The callback type used with below AsyncProtocolRequest class
internal delegate void AsyncProtocolCallback(AsyncProtocolRequest asyncRequest);
//
// The class mimics LazyAsyncResult although it does not need to be thread safe nor it does need an Event.
// Usually we would use this class to implement iterative protocol logic
//
// The beauty is that
// 1) it can be reused for handshake-like or multi-IO request protocols
// 2) it is proven to not block async IO since there is NO event handler exposed
//
// UserAsyncResult property is a link into original user IO request (could be a BufferAsyncResult).
// When underlined protocol is done this guy gets completed
//
internal class AsyncProtocolRequest {
#if DEBUG
internal object _DebugAsyncChain; // Optionally used to track chains of async calls.
#endif
private AsyncProtocolCallback _Callback;
private int _CompletionStatus;
const int StatusNotStarted = 0;
const int StatusCompleted = 1;
const int StatusCheckedOnSyncCompletion = 2;
public LazyAsyncResult UserAsyncResult;
public int Result; // it's always about read bytes or alike
public object AsyncState; // sometime it's needed to communicate additional info.
// Note that AsyncObject is just a link to UserAsyncResult.AsyncObject
public byte[] Buffer; // temp buffer reused by a protocol.
public int Offset; // ditto
public int Count; // ditto
//
//
public AsyncProtocolRequest(LazyAsyncResult userAsyncResult)
{
GlobalLog.Assert(userAsyncResult != null, "AsyncProtocolRequest()|userAsyncResult == null");
GlobalLog.Assert(!userAsyncResult.InternalPeekCompleted, "AsyncProtocolRequest()|userAsyncResult is already completed.");
UserAsyncResult = userAsyncResult;
}
//
//
public void SetNextRequest(byte[] buffer, int offset, int count, AsyncProtocolCallback callback)
{
if (_CompletionStatus != StatusNotStarted)
throw new InternalException(); // pending op is in progress
Buffer = buffer;
Offset = offset;
Count = count;
_Callback = callback;
}
//
//
internal object AsyncObject {
get {
return UserAsyncResult.AsyncObject;
}
}
//
// Notify protocol so a next stage could be started
//
internal void CompleteRequest(int result)
{
Result = result;
int status = Interlocked.Exchange(ref _CompletionStatus, StatusCompleted);
if (status == StatusCompleted)
throw new InternalException(); // only allow one call
if (status == StatusCheckedOnSyncCompletion)
{
_CompletionStatus = StatusNotStarted;
_Callback(this);
}
}
//
public bool MustCompleteSynchronously {
get
{
int status = Interlocked.Exchange(ref _CompletionStatus, StatusCheckedOnSyncCompletion);
if (status == StatusCheckedOnSyncCompletion)
throw new InternalException(); // only allow one call
if (status == StatusCompleted)
{
_CompletionStatus = StatusNotStarted;
return true;
}
return false;
}
}
//
// NB: This will abandon _Callback and directly notify UserAsyncResult.
//
internal void CompleteWithError(Exception e)
{
UserAsyncResult.InvokeCallback(e);
}
//
internal void CompleteUser()
{
UserAsyncResult.InvokeCallback();
}
//
internal void CompleteUser(object userResult)
{
UserAsyncResult.InvokeCallback(userResult);
}
//
internal bool IsUserCompleted
{
get {return UserAsyncResult.InternalPeekCompleted;}
}
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
/*++
Copyright (c) 2000 Microsoft Corporation
Module Name:
_HelperAsyncResults.cs
Abstract:
These are simple helpers to keep track of protocol IO requests
Author:
Alexei Vopilov Aug 18 2003
Revision History:
--*/
namespace System.Net {
using System;
using System.IO;
using System.Threading;
//
// Simply said whenever we want to wrap a user IO request we need
// to preserve the original request buffer & sizes.
//
// Usually we would return this class as IAsyncResult to application
//
internal class BufferAsyncResult: LazyAsyncResult {
public byte[] Buffer;
public BufferOffsetSize[] Buffers;
public int Offset;
public int Count;
public bool IsWrite;
// MultipleWriteOnly
//
public BufferAsyncResult(object asyncObject, BufferOffsetSize[] buffers, object asyncState, AsyncCallback asyncCallback)
:base (asyncObject, asyncState, asyncCallback)
{
Buffers = buffers;
IsWrite = true;
}
public BufferAsyncResult(object asyncObject, byte[] buffer, int offset, int count, object asyncState, AsyncCallback asyncCallback)
:this(asyncObject, buffer, offset, count, false, asyncState, asyncCallback)
{
}
public BufferAsyncResult(object asyncObject, byte[] buffer, int offset, int count, bool isWrite, object asyncState, AsyncCallback asyncCallback)
:base (asyncObject, asyncState, asyncCallback)
{
Buffer = buffer;
Offset = offset;
Count = count;
IsWrite = isWrite;
}
}
// The callback type used with below AsyncProtocolRequest class
internal delegate void AsyncProtocolCallback(AsyncProtocolRequest asyncRequest);
//
// The class mimics LazyAsyncResult although it does not need to be thread safe nor it does need an Event.
// Usually we would use this class to implement iterative protocol logic
//
// The beauty is that
// 1) it can be reused for handshake-like or multi-IO request protocols
// 2) it is proven to not block async IO since there is NO event handler exposed
//
// UserAsyncResult property is a link into original user IO request (could be a BufferAsyncResult).
// When underlined protocol is done this guy gets completed
//
internal class AsyncProtocolRequest {
#if DEBUG
internal object _DebugAsyncChain; // Optionally used to track chains of async calls.
#endif
private AsyncProtocolCallback _Callback;
private int _CompletionStatus;
const int StatusNotStarted = 0;
const int StatusCompleted = 1;
const int StatusCheckedOnSyncCompletion = 2;
public LazyAsyncResult UserAsyncResult;
public int Result; // it's always about read bytes or alike
public object AsyncState; // sometime it's needed to communicate additional info.
// Note that AsyncObject is just a link to UserAsyncResult.AsyncObject
public byte[] Buffer; // temp buffer reused by a protocol.
public int Offset; // ditto
public int Count; // ditto
//
//
public AsyncProtocolRequest(LazyAsyncResult userAsyncResult)
{
GlobalLog.Assert(userAsyncResult != null, "AsyncProtocolRequest()|userAsyncResult == null");
GlobalLog.Assert(!userAsyncResult.InternalPeekCompleted, "AsyncProtocolRequest()|userAsyncResult is already completed.");
UserAsyncResult = userAsyncResult;
}
//
//
public void SetNextRequest(byte[] buffer, int offset, int count, AsyncProtocolCallback callback)
{
if (_CompletionStatus != StatusNotStarted)
throw new InternalException(); // pending op is in progress
Buffer = buffer;
Offset = offset;
Count = count;
_Callback = callback;
}
//
//
internal object AsyncObject {
get {
return UserAsyncResult.AsyncObject;
}
}
//
// Notify protocol so a next stage could be started
//
internal void CompleteRequest(int result)
{
Result = result;
int status = Interlocked.Exchange(ref _CompletionStatus, StatusCompleted);
if (status == StatusCompleted)
throw new InternalException(); // only allow one call
if (status == StatusCheckedOnSyncCompletion)
{
_CompletionStatus = StatusNotStarted;
_Callback(this);
}
}
//
public bool MustCompleteSynchronously {
get
{
int status = Interlocked.Exchange(ref _CompletionStatus, StatusCheckedOnSyncCompletion);
if (status == StatusCheckedOnSyncCompletion)
throw new InternalException(); // only allow one call
if (status == StatusCompleted)
{
_CompletionStatus = StatusNotStarted;
return true;
}
return false;
}
}
//
// NB: This will abandon _Callback and directly notify UserAsyncResult.
//
internal void CompleteWithError(Exception e)
{
UserAsyncResult.InvokeCallback(e);
}
//
internal void CompleteUser()
{
UserAsyncResult.InvokeCallback();
}
//
internal void CompleteUser(object userResult)
{
UserAsyncResult.InvokeCallback(userResult);
}
//
internal bool IsUserCompleted
{
get {return UserAsyncResult.InternalPeekCompleted;}
}
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
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