📄 step4.cs
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/// <disclaimer>
/// This software is protected by your own conscience (c).
/// You can use it however you want and wherever you want.
/// You are allowed to change this code, copy this code, or delete this code.
/// You can buy this code; sell this code; present this code to your mom on her birthday.
/// You can replace author抯 name with your own. You also can replace all the code with your own leaving
/// only author抯 name.
/// The only thing you cannot do, is to violate this license agreement. You simply are not able to.
/// </disclaimer>
/// <author>
/// Sergei Zotin
/// szotin@shaw.ca
/// Burnaby, BC, Canada
/// Feel free to contact me for bug reports, feature requests and contract offers.
/// </author>
/// <version>1.6</version>
using System;
using System.Threading;
using ZEN.Threading;
using System.IO;
class A
{
private B b;
private int x;
private int y;
public B TheB
{
get
{
LockManager.Lock ( this );
try
{
return b;
}
finally
{
LockManager.Unlock ( this );
}
}
set
{
LockManager.Lock ( this );
try
{
b = value;
}
finally
{
LockManager.Unlock ( this );
}
}
}
public int X
{
get
{
LockManager.Lock ( this );
try
{
return x;
}
finally
{
LockManager.Unlock ( this );
}
}
// NEW: 1. Now we undo the change on DeadlockException. When DeadlockException is thrown we assigned
// NEW: value to x, but failed to assign it to b.X. The objects are in inconsistent state. Meanwhile
// NEW: all locks are released to before retrying the operation. That means, other threads
// NEW: may notice this inconsistence. To prevent it, we undo the assignment before releasing the lock.
// NEW: 2. External components may lock A themselves before calling A.X. If they do it, we are in
// NEW: trouble. We catch DeadlockException release all our locks and retry. But the external lock
// NEW: is still there. The deadlock is still there as well. To prevent it, we check
// NEW: LockManager.LockCount. If it is 1: we own all locks and can retry the operation. If not:
// NEW: we simply rethrow the exception allowing external components to release their locks and retry.
set
{
bool retry;
do
{
int oldX = x;
retry = false;
LockManager.Lock ( this );
try
{
Thread.Sleep ( 10 ); // just to increase the odds of a deadlock
x = value;
b.X = value;
}
catch ( DeadlockException exc )
{
// undo the change
x = oldX;
// if this is the last lock - retry; else - rethrow - it should be retried on an upper level
if ( LockManager.LockCount == 1 )
retry = true;
else
throw exc;
}
finally
{
LockManager.Unlock ( this );
}
} while ( retry );
}
}
public int Y
{
get
{
LockManager.Lock ( this );
try
{
return y;
}
finally
{
LockManager.Unlock ( this );
}
}
set
{
LockManager.Lock ( this );
try
{
Thread.Sleep ( 10 ); // just to increase the odds of a deadlock
y = value;
}
finally
{
LockManager.Unlock ( this );
}
}
}
}
class B
{
private A a;
private int x;
private int y;
public A TheA
{
get
{
LockManager.Lock ( this );
try
{
return a;
}
finally
{
LockManager.Unlock ( this );
}
}
set
{
LockManager.Lock ( this );
try
{
a = value;
}
finally
{
LockManager.Unlock ( this );
}
}
}
public int X
{
get
{
LockManager.Lock ( this );
try
{
return x;
}
finally
{
LockManager.Unlock ( this );
}
}
set
{
LockManager.Lock ( this );
try
{
Thread.Sleep ( 10 ); // just to increase the odds of a deadlock
x = value;
}
finally
{
LockManager.Unlock ( this );
}
}
}
public int Y
{
get
{
LockManager.Lock ( this );
try
{
return y;
}
finally
{
LockManager.Unlock ( this );
}
}
// NEW: 1. Now we undo the change on DeadlockException. When DeadlockException is thrown we assigned
// NEW: value to y, but failed to assign it to a.Y. The objects are in inconsistent state. Meanwhile
// NEW: all locks are released to before retrying the operation. That means, other threads
// NEW: may notice this inconsistence. To prevent it, we undo the assignment before releasing the lock.
// NEW: 2. External components may lock B themselves before calling B.Y. If they do it, we are in
// NEW: trouble. We catch DeadlockException release all our locks and retry. But the external lock
// NEW: is still there. The deadlock is still there as well. To prevent it, we check
// NEW: LockManager.LockCount. If it is 1: we own all locks and can retry the operation. If not:
// NEW: we simply rethrow the exception allowing external components to release their locks and retry.
set
{
bool retry;
do
{
int oldY = y;
retry = false;
LockManager.Lock ( this );
try
{
Thread.Sleep ( 10 ); // just to increase the odds of a deadlock
y = value;
a.Y = value;
}
catch ( DeadlockException exc )
{
// undo the change
y = oldY;
// if this is the last lock - retry; else - rethrow - it should be retried on an upper level
if ( LockManager.LockCount == 1 )
retry = true;
else
throw exc;
}
finally
{
LockManager.Unlock ( this );
}
} while ( retry );
}
}
}
class Step4
{
private A a;
private B b;
private Step4 ( A _a, B _b )
{
a = _a;
b = _b;
a.TheB = b;
b.TheA = a;
}
private void RunX ()
{
for ( int i = 0; i < 20; i++ )
{
a.X = i;
System.Console.WriteLine ( "Thread X: a.X={0}; b.X={1}", a.X, b.X );
}
}
private void RunY ()
{
for ( int i = 0; i < 20; i++ )
{
b.Y = i;
System.Console.WriteLine ( "Thread Y: a.Y={0}; b.Y={1}", a.Y, b.Y );
}
}
[STAThread]
static void Main ( string[] args )
{
A a = new A();
B b = new B();
Step4 step4 = new Step4 ( a, b );
TextWriter log = new StreamWriter ( "deadlock.log", false );
LockManager.Log = log;
Thread threadX = new Thread ( new ThreadStart ( step4.RunX ) );
Thread threadY = new Thread ( new ThreadStart ( step4.RunY ) );
threadX.Name = "X";
threadY.Name = "Y";
threadX.Start ();
threadY.Start ();
threadX.Join ();
threadY.Join ();
// closing the log
LockManager.Log = null;
log.Close ();
System.Console.WriteLine ( "Press Enter..." );
System.Console.In.Read();
System.Environment.Exit ( 0 );
}
}
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