Shouldn't the Log method block?
namespace Sandbox {
class Program {
static void Main(string[] args) {
var log = new Logger();
lock (log) {
log.Log("Hello World!");
}
}
}
public class Logger {
public void Log(string message) {
lock (this) {
Console.WriteLine(message);
}
}
}
}
The same thread is acquiring the same lock twice. This works because .NET supports so-called recursive locks (aka reentrant mutexes).
If a resource is locked by a thread, that thread is allowed in, even if it already owns a lock on it. The same is true for this
Object obj = new Object();
lock(obj) {
lock(obj) {
foo();
}
}
Would lock out if you couldn't get through by virtue of being the same thread.
Simple - you are running in a single thread.
Related
In a small project i am working on i have the neccessity for a component to execute a components shutdown code in the same thread that it was initialized in. However unlike in WPF/Winforms/Web the synchronizationcontext which takes care of this does not work.
My guess is that the lack of a synchronization context is the issue that causes the lack of utilization for ConfigureAwait(true).
Does someone know how to properly implement this?
I read this article but could not make any sense of it yet. Perhaps it was too late yesterday.
Minimal Repro:
using System;
using System.Threading;
using System.Threading.Tasks;
namespace ConsoleSyncContext
{
class Program
{
static async Task Main(string[] args)
{
Console.WriteLine($"Thread: {Thread.CurrentThread.ManagedThreadId}");
await SomeBackgroundWorkAsync();
// if this is the same thread as above the question is solved.
Console.WriteLine($"Thread: {Thread.CurrentThread.ManagedThreadId}");
}
private static async Task SomeBackgroundWorkAsync()
{
await Task.Run(() => { });
}
}
}
As you already figured out, console application by default doesn't have synchronization context, so ConfigureAwait has no effect, and continuation after your await SomePageLoad() will run on random thread pool thread. Note that using async main method is essentially equivalent to this:
static async Task AsyncMain() { ... } // your `async Task Main method`
// real Main method generated by compiler
static void RealMain() {
AsyncMain().GetAwaiter().GetResult();
}
In your case you don't need any synchronization context though. What you want is initialize CefSharp on main thread and shutdown CefSharp on main thread. So instead of using async Main - you can do the same as above, but initialize and shutdown Cef outside of async method:
static void Main(string[] args) {
// starting with thread 1
Cef.Initialize(new CefSettings());
try {
AsyncMain(args).GetAwaiter().GetResult();
}
finally {
// we are on main thread here
Cef.Shutdown();
}
}
static async Task AsyncMain(string[] args) {
await SomePageLoad(); // more stuff here
}
Edit: if you insist on using synchronization context then it can be done, but will add a lot of complications for nothing. Out goal is create synchronization context which will run all actions on the same thread. This case be done with simple actions queue, here is basic implementation (don't use it in production, provided as an example only, no exception handling and so on):
class CustomSyncContext : SynchronizationContext {
private readonly BlockingCollection<WorkItem> _queue = new BlockingCollection<WorkItem>(new ConcurrentQueue<WorkItem>());
private readonly Thread _thread;
public CustomSyncContext() {
// start new thread which will handle all callbacks
_thread = new Thread(() => {
// set outselves as current sync context for this thread
SynchronizationContext.SetSynchronizationContext(this);
foreach (var item in _queue.GetConsumingEnumerable()) {
try {
// execute action
item.Action();
}
finally {
// if this action is synchronous, signal the caller
item.Signal?.Set();
}
}
});
_thread.Start();
}
public override void Post(SendOrPostCallback d, object state) {
// Post means acion is asynchronous, just queue and forget
_queue.Add(new WorkItem(() => d(state), null));
}
public override void Send(SendOrPostCallback d, object state) {
// Send means action is synchronous, wait on a single until our thread executes it
using (var signal = new ManualResetEvent(false)) {
_queue.Add(new WorkItem(() => d(state), signal));
signal.WaitOne();
}
}
public void Shutdown() {
// signal thread that no more callbacks are expected
_queue.CompleteAdding();
}
public void WaitForShutdown() {
_thread.Join();
}
private class WorkItem {
public WorkItem(Action action, ManualResetEvent signal) {
Action = action;
Signal = signal;
}
public Action Action { get; }
public ManualResetEvent Signal { get; }
}
}
And your code then becomes:
var ctx = new CustomSyncContext();
ctx.Send(async (_) => {
try {
// starting with thread 1
Cef.Initialize(new CefSettings());
// this method returns on thread 4
await SomePageLoad();
}
finally {
Cef.Shutdown();
// signal the context we are done, so that main thread can unblock
ctx.Shutdown();
Console.WriteLine("done");
}
}, null);
ctx.WaitForShutdown();
Now your code runs on custom synchronization context, and continuation after await SomePageLoad(); will be posted to that synchronization context and executed by our thread (the same thread which inited CefSharp) (no ConfigureAwait(true) is needed, as it's already true by default). Note that we achieved nothing useful - we have one more thread, and our main thread is still blocked waiting for the whole operation to complete (there is no sensible way around that).
Edit 2: here is variation which does not require separate thread, but is not much better:
class CustomSyncContext : SynchronizationContext {
private readonly BlockingCollection<WorkItem> _queue = new BlockingCollection<WorkItem>(new ConcurrentQueue<WorkItem>());
public override void Post(SendOrPostCallback d, object state) {
// Post means acion is asynchronous, just queue and forget
_queue.Add(new WorkItem(() => d(state), null));
}
public override void Send(SendOrPostCallback d, object state) {
// Send means action is synchronous, wait on a single until our thread executes it
using (var signal = new ManualResetEvent(false)) {
_queue.Add(new WorkItem(() => d(state), signal));
signal.WaitOne();
}
}
public void Shutdown() {
// signal thread that no more callbacks are expected
_queue.CompleteAdding();
}
public void Start() {
// now we run the loop on main thread
foreach (var item in _queue.GetConsumingEnumerable()) {
try {
// execute action
item.Action();
}
finally {
// if this action is synchronous, signal the caller
item.Signal?.Set();
}
}
}
private class WorkItem {
public WorkItem(Action action, ManualResetEvent signal) {
Action = action;
Signal = signal;
}
public Action Action { get; }
public ManualResetEvent Signal { get; }
}
}
static async Task Main(string[] args) {
var ctx = new CustomSyncContext();
// set sync context
SynchronizationContext.SetSynchronizationContext(ctx);
// now execute our async stuff
var task = DoStuff().ContinueWith(x => ctx.Shutdown());
// now run the loop of sync context on the main thread.
// but, how do we know when to stop? Something from outside should singal that
// in the case signal is completion of DoStuff task
// note that most of the time main thread is still blocked while waiting for items in queue
ctx.Start();
}
private static async Task DoStuff() {
try {
// starting with thread 1
Cef.Initialize(new CefSettings());
// this method returns on thread 4
await SomePageLoad();
}
finally {
Cef.Shutdown();
// signal the context we are done, so that main thread can unblock
Console.WriteLine("done");
}
}
Your problem is indeed the lack of a Synchronisation context. You can't use ConfigureAwait(true) as this implies that you need to return to the original scheduler/context which does not exist.
Custom implementation
A very simple implementation that ought to do the trick is the one found here. Basically two steps.
Implement a custom synchronization context
public class CustomSynchronizationContext : SynchronizationContext
{
public override void Post(SendOrPostCallback action, object state)
{
SendOrPostCallback actionWrap = (object state2) =>
{
SynchronizationContext.SetSynchronizationContext(new CustomSynchronizationContext());
action.Invoke(state2);
};
var callback = new WaitCallback(actionWrap.Invoke);
ThreadPool.QueueUserWorkItem(callback, state);
}
public override SynchronizationContext CreateCopy()
{
return new CustomSynchronizationContext();
}
public override void Send(SendOrPostCallback d, object state)
{
base.Send(d, state);
}
public override void OperationStarted()
{
base.OperationStarted();
}
public override void OperationCompleted()
{
base.OperationCompleted();
}
}
Initaliaze it and use it
static void Main()
{
var context = new CustomSynchronizationContext();
SynchronizationContext.SetSynchronizationContext(context);
AsyncEx library
You can also use the AsyncEx library
private static void Main(string[] args)
{
AsyncContext.Run(() => AsyncMethod(args));
}
static async void AsyncMethod(string[] args)
{
await something().ConfigureAwait(true);
}
Is this possible to lock method for one thread and force another to go futher rather than waiting until first thread finish? Can this problem be resolved with static thread or some proper pattern with one instance of mendtioned below service.
For presentation purposes, it can be done with static boolen like below.
public class SomeService
{
private readonly IRepository _repo;
public SomeService(IRepository repo)
{
_repo = repo;
}
private Thread threadOne;
public static bool isLocked { get; set; }
public void StartSomeMethod()
{
if(!isLocked)
{
threadOne = new Thread(SomeMethod);
isLocked = true;
}
}
public void SomeMethod()
{
while(true)
{
lots of time
}
...
isLocked = false;
}
}
I want to avoid situation when user clicked, by accident, two times to start and accidentailly second thread starts immediatelly after first finished.
You can use lock :)
object locker = new object();
void MethodToLockForAThread()
{
lock(locker)
{
//put method body here
}
}
Now the result will be that when this method is called by a thread (any thread) it puts something like flag at the beginning of lock: "STOP! You are not allowed to go any further, you must wait!" Like red light on crossroads.
When thread that called this method first, levaes the scope, then at the beginning of the scope this "red light" changes into green.
If you want to not call the method when it is already called by another thread, the only way to do this is by using bool value. For example:
object locker = new object();
bool canAccess = true;
void MethodToLockForAThread()
{
if(!canAccess)
return;
lock(locker)
{
if(!canAccess)
return;
canAccess = false;
//put method body here
canAccess = true;
}
}
Other check of canAccess in lock scope is because of what has been told on comments. No it's really thread safe. This is kind of protection that is advisible in thread safe singleton.
EDIT
After some discussion with mjwills I have to change my mind and turn more into Monitor.TryEnter. You can use it like that:
object locker = new object();
void ThreadMethod()
{
if(Monitor.TryEnter(locker, TimeSpan.FromMiliseconds(1))
{
try
{
//do the thread code
}
finally
{
Monitor.Exit(locker);
}
} else
return; //means that the lock has not been aquired
}
Now, lock could not be aquired because of some exception or because some other thread has already acuired it. In second parameter you can pass the time that a thread will wait to acquire a lock. I gave here short time because you don't want the other thread to do the job, when first is doing it.
So this solution seems the best.
When the other thread could not acquire the lock, it will go further instead of waiting (well it will wait for 1 milisecond).
Since lock is a language-specific wrapper around Monitor class, you need Monitor.TryEnter:
public class SomeService
{
private readonly object lockObject = new object();
public void StartSomeMethod()
{
if (Monitor.TryEnter(lockObject))
{
// start new thread
}
}
public void SomeMethod()
{
try
{
// ...
}
finally
{
Monitor.Exit(lockObject);
}
}
}
You can use a AutoResetEvent instead of your isLocked flag.
AutoResetEvent autoResetEvent = new AutoResetEvent(true);
public void StartSomeMethod()
{
if(autoResetEvent.WaitOne(0))
{
//start thread
}
}
public void SomeMethod()
{
try
{
//Do your work
}
finally
{
autoResetEvent.Set();
}
}
According to article class below is not thread safe:
I have code which gets into lock while according to my understanding has different synchronization content:
[Synchronization]
public class Deadlock : ContextBoundObject
{
public DeadLock Other;
public void Demo() { Thread.Sleep (1000); Other.Hello(); }
void Hello() { Console.WriteLine ("hello"); }
}
public class Test
{
static void Main()
{
Deadlock dead1 = new Deadlock();
Deadlock dead2 = new Deadlock();
dead1.Other = dead2;
dead2.Other = dead1;
new Thread (dead1.Demo).Start();
dead2.Demo();
}
}
It does and it is fine. But I decided to play with synchronization attributes by setting:
[Synchronization(SynchronizationAttribute.SUPPORTED)]
SUPPORTED means :
Joins the existing synchronization context if instantiated from
another synchronized object, otherwise remains unsynchronized
Since console application has no synchronization content I expect both object will have no synchronization object and should not get into deadlock. But I still have deadlock. Why?
Further have removed [Synchronization] attribute at all. Still have deadlock. What influence makes [Synchronization] attribute to object?
Here you are creating circular dependency between thread , that might lead you to stackoverflow exception , as you are not catching excpetion here you are might not able to view it. I suggest you make use of UnObservedExcpetion handler that will give you excpetion or try to handle excpetion in that same function by putting try, catch block.
To avoid this kind of situation you better make use of AutoResetEvent. below is sample code for the same.
public class MyThreadTest
{
static readonly AutoResetEvent thread1Step = new AutoResetEvent(false);
static readonly AutoResetEvent thread2Step = new AutoResetEvent(true);
void DisplayThread1()
{
while (true)
{
thread2Step.WaitOne();
Console.WriteLine("Display Thread 1");
Thread.Sleep(1000);
thread1Step.Set();
}
}
void DisplayThread2()
{
while (true)
{
thread1Step.WaitOne();
Console.WriteLine("Display Thread 2");
Thread.Sleep(1000);
thread2Step.Set();
}
}
void CreateThreads()
{
// construct two threads for our demonstration;
Thread thread1 = new Thread(new ThreadStart(DisplayThread1));
Thread thread2 = new Thread(new ThreadStart(DisplayThread2));
// start them
thread1.Start();
thread2.Start();
}
public static void Main()
{
MyThreadTest StartMultiThreads = new MyThreadTest();
StartMultiThreads.CreateThreads();
}
}
When Thread.Abort() is called, and that thread is executing finally block, then thread won't abort until finally block is finished. But, as i see, ThreadAbortException is generated not right after the end of finally block, but after some delay:
private static volatile int val1 = 0;
public static void Func1()
{
try
{
}
finally
{
Thread.Sleep(5000);
}
//Func2();
while (true)
val1++;
}
public static void Main()
{
var thread = new Thread(Func1);
thread.Start();
Thread.Sleep(1000);
thread.Abort();
thread.Join();
Console.WriteLine(val1); // val1 is non-zero!
}
In this example, val1 at the end of Main() will be non-zero. Why does it happen?
If i uncomment call to Func2() (Func2 is any method, possibly empty), output for val1 will show "0". Why does adding of method affect point of thread abortion?
In this case it could be usefull to surround the increment with a lock. The lock controlls the access on that member. The Abort method just notify the thread "Hey, you can stop now" but it does not kill the Thread. So the thread can be alive for a few moments after the Abort. Accessing the lock the thread checks if it got aborted and kills it self if needed.
Here is your example code edited
using System;
using System.Threading;
namespace ConsoleApp1
{
class Program
{
private static volatile int val1 = 0;
static Object Locker = new Object();
public static void Func1()
{
try
{
}
finally
{
Thread.Sleep(5000);
}
//Func2();
while (true)
{
//Lock the access to the member
lock (Locker)
val1++;
}
}
public static void Main()
{
var thread = new Thread(Func1);
thread.Start();
Thread.Sleep(1000);
//Not needed. Just to make sure
lock (Locker)
{
thread.Abort();
thread.Join();
}
Console.WriteLine(val1); // val1 is non-zero!
// Now it is zero
Console.ReadLine();
}
}
}
Sorry for late answer
I am a bit new in threading in c# and on general,
in my program I am using mutex to allow only 1 thread getting inside a critical section and for unknown reason with doing some cw prints I can see that more than 1 thread is getting inside my critical section and this is my code :
Mutex m = new Mutex();
m.WaitOne();
<C.S> // critical section here
m.ReleaseMutex();
I would very much like to know if I am doing a mistake here thanks in advance for your kind help.
EDIT:
My code include classes so it basically looks more like this:
public class test
{
private mutex m;
public test()
{
m = new mutex();
}
public func()
{
m.WaitOne();
<C.S> // critical section here
m.ReleaseMutex();
}
}
The problem here is that all your callers are using a different mutex; you need the locking object to be shared, usually by making it a field. For example, and switching to a simpler lock metaphor:
private readonly object syncLock = new object();
public void ThreadSafeMethod() {
lock(syncLock) {
/* critical code */
}
}
or using the mutex:
private readonly Mutex m = new Mutex();
public void ThreadSafeMethod() {
m.WaitOne();
try {
/* critical code */
} finally {
m.ReleaseMutex();
}
}
It looks like you give each Thread its own Mutex. That won't work.
And a Mutex is overkill in most situations. You only need:
private static object syncLock = new object(); // just 1 instance
....
lock(syncLock)
{
// critical section
}
This pattern does no locking at all. Every thread creates a new Mutex object and immediately owns the lock for it. Other threads create and use a new Mutex itself.
Consider using a regular lock()!
lock(_lockobject) {
// do inside what needs to be done - executed on a single thread only
}
where _lockobject is a simple private variable in your class:
private object _lockobject;
Edit: thanks to the commenters! Situations exist, where lock(this) can be dangerous. So I removed that.
Mutex use to identify run app instance.
using (Mutex mutex = new Mutex(true, "app name", out createdNew))
{
if (createdNew)//check app is already run
{
KillOthers();
StartApp();
}
else
{
MessageBox.Show("Another instance already running!");
}
}
May i add a correction to the accepted answer?
private readonly Mutex m = new Mutex();
public void ThreadSafeMethod() {
while(!m.WaitOne()){}
try {
/* critical code */
} finally {
m.ReleaseMutex();
}
}