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/// ------------------------------------------------------
/// RandomOps - (Pseudo) Random Number Generator For C#
/// Copyright (C) 2003-2010 Magnus Erik Hvass Pedersen.
/// Please see the file license.txt for license details.
/// RandomOps on the internet: http://www.Hvass-Labs.org/
/// ------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Threading;
namespace RandomOps
{
/// <summary>
/// A version of the ByteStream RNG base-class which works
/// asynchronously by creating its own thread on which the
/// buffer refilling is executed. This allows for immediate use
/// of the fallback RNG instead of waiting for the buffer to
/// be refilled, and is preferred for time-critical uses.
/// </summary>
/// <remarks>
/// Be sure to call Dispose() after you are done using this RNG,
/// so the worker-thread can be shut down properly. Also note
/// that this class is not thread-safe with regard to multiple
/// threads calling e.g. the Uniform() method simultaneously.
/// To make it thread-safe in this manner, wrap it in a
/// ThreadSafe-object.
/// </remarks>
public abstract class ByteStreamAsync : ByteStream, IDisposable
{
#region Constructor.
/// <summary>
/// Construct the RNG-object.
/// </summary>
/// <param name="size">Buffer-size (in bytes).</param>
/// <param name="retrieveTrigger">Refill buffer asynchronously when its size falls below this.</param>
/// <param name="randFallback">Fallback RNG to be used when buffer is empty.</param>
/// <param name="numFallback">Use fallback RNG for this many bytes before trying to fill buffer again.</param>
public ByteStreamAsync(int size, int retrieveTrigger, Random randFallback, int numFallback)
: base(size, randFallback, numFallback)
{
RetrieveTrigger = retrieveTrigger;
_workerThread = new Thread(Work);
_workerThread.Start();
}
#endregion
#region Availability status.
/// <summary>
/// Determine if the requested number of bytes are available, if not
/// then refill buffer asynchronously. Use Fallback RNG in the meantime.
/// </summary>
/// <param name="numBytes">Number of bytes requested.</param>
/// <returns>Boolean indicating whether the requested number of bytes are available.</returns>
protected override bool IsAvailable(int numBytes)
{
int queueCount = Queue.Count;
if (FallbackCount > 0)
{
// Decrease the fallback-counter, thread-safe.
lock (FallbackCountLock)
{
FallbackCount = System.Math.Max(0, FallbackCount - numBytes);
}
}
else if (queueCount < numBytes || queueCount < RetrieveTrigger)
{
// Resize buffer if more bytes are suddenly requested than it
// has capacity for.
if (BufferSize < numBytes)
{
BufferSize = numBytes;
}
// Wake-up async. worker to refill the buffer.
WakeupWorker();
}
return (queueCount >= numBytes);
}
#endregion
#region Internal variables.
/// <summary>
/// Refill buffer asynchronously when its size falls below this.
/// </summary>
int RetrieveTrigger;
/// <summary>
/// Lock used for thread-safe updating of FallbackCount.
/// </summary>
Object FallbackCountLock = new Object();
#endregion
#region Worker Thread.
/// <summary>
/// The thread on which the buffer-filling is to be executed.
/// </summary>
Thread _workerThread;
/// <summary>
/// The signal used for waking up the worker-thread when it
/// must fill the buffer.
/// </summary>
EventWaitHandle _waitHandle = new AutoResetEvent(false);
/// <summary>
/// Should worker-thread abort execution?
/// </summary>
bool _abortPending = false;
/// <summary>
/// Eternal-worker method.
/// </summary>
void Work()
{
while (!_abortPending)
{
// Fill the buffer with random bytes.
FillBuffer();
// Wait until buffer needs to be refilled.
_waitHandle.WaitOne();
}
}
/// <summary>
/// Wakeup the worker so as to fill buffer.
/// </summary>
void WakeupWorker()
{
_waitHandle.Set();
}
#endregion
#region IDisposable implementation.
public void Dispose()
{
// Flag as abort pending.
_abortPending = true;
// Wakeup worker-thread so it will run until completion.
WakeupWorker();
// Join with worker-thread.
_workerThread.Join();
// Close the event-signalling.
_waitHandle.Close();
}
#endregion
#region Fill buffer.
/// <summary>
/// Same as for the basic ByteStream-class only the FallbackCount
/// is updated in a thread-safe lock.
/// </summary>
public sealed override void FillBuffer()
{
int fillCount = FillCount;
try
{
while (fillCount > 0)
{
DoFillBuffer(System.Math.Min(fillCount, MaxRetrieveLength));
fillCount -= MaxRetrieveLength;
}
}
catch
{
// Various internet errors may occur. Simply do nothing
// and let the fallback RNG generate numbers instead
// when the byte-buffer is discovered to be empty.
lock (FallbackCountLock)
{
FallbackCount = NumFallback;
}
}
}
/// <summary>
/// Thread-safe version of ByteStream.AddBuffer().
/// </summary>
/// <param name="buffer">The buffer of bytes to add.</param>
protected override void AddBuffer(IEnumerable<byte> buffer)
{
lock (Queue)
{
foreach (byte b in buffer)
{
Queue.Enqueue(b);
}
}
}
#endregion
#region Base-class overrides.
/// <summary>
/// Draw a random boolean with equal probability of true or false.
/// </summary>
public sealed override byte Byte()
{
byte b;
if (IsAvailableByte())
{
lock (Queue)
{
b = Queue.Dequeue();
}
}
else
{
b = RandFallback.Byte();
}
return b;
}
/// <summary>
/// Draw an array of random and uniform bytes.
/// </summary>
/// <param name="length">The array length requested.</param>
public sealed override byte[] Bytes(int length)
{
byte[] arr;
if (IsAvailableBytes(length))
{
arr = new byte[length];
lock (Queue)
{
for (int i = 0; i < length; i++)
{
arr[i] = Queue.Dequeue();
}
}
}
else
{
arr = RandFallback.Bytes(length);
}
return arr;
}
#endregion
}
}
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