Files
2026-07-16 21:49:59 +01:00

51 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
namespace Unity.CodeEditor.Utils
{
/// <summary>
/// This class is used to prevent stack overflows by representing a 'busy' flag
/// that prevents reentrance when another call is running.
/// However, using a simple 'bool busy' is not thread-safe, so we use a
/// thread-static BusyManager.
/// </summary>
internal static class BusyManager
{
[SuppressMessage("Microsoft.Performance", "CA1815:OverrideEqualsAndOperatorEqualsOnValueTypes")]
[SuppressMessage("Microsoft.Design", "CA1034:NestedTypesShouldNotBeVisible",
Justification = "Should always be used with 'var'")]
internal struct BusyLock : IDisposable
{
internal static readonly BusyLock Failed = new BusyLock(null);
private readonly List<object> _objectList;
internal BusyLock(List<object> objectList)
{
_objectList = objectList;
}
internal bool Success => _objectList != null;
public void Dispose()
{
_objectList?.RemoveAt(_objectList.Count - 1);
}
}
[ThreadStatic] private static List<object> _activeObjects;
internal static BusyLock Enter(object obj)
{
var activeObjects = _activeObjects ?? (_activeObjects = new List<object>());
if (activeObjects.Any(t => t == obj))
{
return BusyLock.Failed;
}
activeObjects.Add(obj);
return new BusyLock(activeObjects);
}
}
}