// .NET 4.x eq, .NET 4.x => Disable //PLATFORM_IMPLEMENTS_ATTACH_DIALOG;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU; //CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER // .NET 4.x eq, .NET Standard => Disable // .NET 3.5 eq, .NET 4.x => Enable //PLATFORM_IMPLEMENTS_ATTACH_DIALOG;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU // .NET 3.5 eq, .NET 2.0 => Enable //PLATFORM_IMPLEMENTS_ATTACH_DIALOG;ENABLE_MONO;NET_2_0;NET_LEGACY;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU #if !NET_STANDARD_2_0 && !NETFX_CORE && ((NET_4_6 && !CSHARP_7_OR_LATER && UNITY_2018_3_OR_NEWER) || !NET_4_6) // ConcurrentQueue.cs // // Copyright (c) 2008 Jérémie "Garuma" Laval // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // // using System.Collections.Generic; using System.Runtime.Serialization; using System.Threading; namespace System.Collections.Concurrent { public class ConcurrentQueue<T> : /*IProducerConsumerCollection<T>,*/ IEnumerable<T>, ICollection, IEnumerable, ISerializable, IDeserializationCallback { class Node { public T Value; public Node Next; } Node head = new Node(); Node tail; int count; public ConcurrentQueue() { tail = head; } public ConcurrentQueue(IEnumerable<T> enumerable) : this() { foreach (T item in enumerable) { Enqueue(item); } } protected ConcurrentQueue(SerializationInfo info, StreamingContext context) { throw new NotImplementedException(); } public void Enqueue(T item) { Interlocked.Increment(ref count); Node node = new Node(); node.Value = item; Node oldTail = null; Node oldNext = null; bool update = false; while (!update) { oldTail = tail; oldNext = oldTail.Next; // Did tail was already updated ? if (tail == oldTail) { if (oldNext == null) { // The place is for us update = Interlocked.CompareExchange(ref tail.Next, node, null) == null; } else { // another Thread already used the place so give him a hand by putting tail where it should be Interlocked.CompareExchange(ref tail, oldNext, oldTail); } } } // At this point we added correctly our node, now we have to update tail. If it fails then it will be done by another thread Interlocked.CompareExchange(ref tail, node, oldTail); } //bool IProducerConsumerCollection<T>.TryAdd (T item) //{ // Enqueue (item); // return true; //} /// <summary> /// </summary> /// <returns></returns> public bool TryDequeue(out T value) { value = default(T); bool advanced = false; while (!advanced) { Node oldHead = head; Node oldTail = tail; Node oldNext = oldHead.Next; if (oldHead == head) { // Empty case ? if (oldHead == oldTail) { // This should be false then if (oldNext != null) { // If not then the linked list is mal formed, update tail Interlocked.CompareExchange(ref tail, oldNext, oldTail); } value = default(T); return false; } else { value = oldNext.Value; advanced = Interlocked.CompareExchange(ref head, oldNext, oldHead) == oldHead; } } } Interlocked.Decrement(ref count); return true; } /// <summary> /// </summary> /// <returns></returns> public bool TryPeek(out T value) { if (IsEmpty) { value = default(T); return false; } Node first = head.Next; value = first.Value; return true; } internal void Clear() { count = 0; tail = head = new Node(); } IEnumerator IEnumerable.GetEnumerator() { return (IEnumerator)InternalGetEnumerator(); } IEnumerator<T> IEnumerable<T>.GetEnumerator() { return InternalGetEnumerator(); } public IEnumerator<T> GetEnumerator() { return InternalGetEnumerator(); } IEnumerator<T> InternalGetEnumerator() { Node my_head = head; while ((my_head = my_head.Next) != null) { yield return my_head.Value; } } void ICollection.CopyTo(Array array, int index) { T[] dest = array as T[]; if (dest == null) { return; } CopyTo(dest, index); } public void CopyTo(T[] dest, int index) { IEnumerator<T> e = InternalGetEnumerator(); int i = index; while (e.MoveNext()) { dest[i++] = e.Current; } } public T[] ToArray() { T[] dest = new T[count]; CopyTo(dest, 0); return dest; } protected virtual void GetObjectData(SerializationInfo info, StreamingContext context) { throw new NotImplementedException(); } void ISerializable.GetObjectData(SerializationInfo info, StreamingContext context) { GetObjectData(info, context); } bool ICollection.IsSynchronized { get { return true; } } protected virtual void OnDeserialization(object sender) { throw new NotImplementedException(); } void IDeserializationCallback.OnDeserialization(object sender) { OnDeserialization(sender); } //bool IProducerConsumerCollection<T>.TryTake (out T item) //{ // return TryDequeue (out item); //} object syncRoot = new object(); object ICollection.SyncRoot { get { return syncRoot; } } public int Count { get { return count; } } public bool IsEmpty { get { return count == 0; } } } } #endif