// .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