The version of WaitOneAndPump
I've come up with uses DispatcherHooks
Events and MsgWaitForMultipleObjectsEx
, to avoid running a busy-waiting loop.
Again, using this WaitOneAndPump
(or any other nested message loop variants) in the production code is almost always will be a bad design decision. I can think of only two .NET APIs which legitimately use a nested message loop: Window.ShowDialog
and Form.ShowDialog
.
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Threading;
namespace Wpf_21642381
{
#region MainWindow
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
this.Loaded += MainWindow_Loaded;
}
// testing
async void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
try
{
Func<Task> doAsync = async () =>
{
await Task.Delay(6000);
};
var task = doAsync();
var handle = ((IAsyncResult)task).AsyncWaitHandle;
var startTick = Environment.TickCount;
handle.WaitOneAndPump(5000);
MessageBox.Show("Lapse: " + (Environment.TickCount - startTick));
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
}
#endregion
#region WaitExt
// WaitOneAndPump
public static class WaitExt
{
public static bool WaitOneAndPump(this WaitHandle handle, int millisecondsTimeout)
{
using (var operationPendingMre = new ManualResetEvent(false))
{
var result = false;
var startTick = Environment.TickCount;
var dispatcher = Dispatcher.CurrentDispatcher;
var frame = new DispatcherFrame();
var handles = new[] {
handle.SafeWaitHandle.DangerousGetHandle(),
operationPendingMre.SafeWaitHandle.DangerousGetHandle() };
// idle processing plumbing
DispatcherOperation idleOperation = null;
Action idleAction = () => { idleOperation = null; };
Action enqueIdleOperation = () =>
{
if (idleOperation != null)
idleOperation.Abort();
// post an empty operation to make sure that
// onDispatcherInactive will be called again
idleOperation = dispatcher.BeginInvoke(
idleAction,
DispatcherPriority.ApplicationIdle);
};
// timeout plumbing
Func<uint> getTimeout;
if (Timeout.Infinite == millisecondsTimeout)
getTimeout = () => INFINITE;
else
getTimeout = () => (uint)Math.Max(0, millisecondsTimeout + startTick - Environment.TickCount);
DispatcherHookEventHandler onOperationPosted = (s, e) =>
{
// this may occur on a random thread,
// trigger a helper event and
// unblock MsgWaitForMultipleObjectsEx inside onDispatcherInactive
operationPendingMre.Set();
};
DispatcherHookEventHandler onOperationCompleted = (s, e) =>
{
// this should be fired on the Dispather thread
Debug.Assert(Thread.CurrentThread == dispatcher.Thread);
// do an instant handle check
var nativeResult = WaitForSingleObject(handles[0], 0);
if (nativeResult == WAIT_OBJECT_0)
result = true;
else if (nativeResult == WAIT_ABANDONED_0)
throw new AbandonedMutexException(-1, handle);
else if (getTimeout() == 0)
result = false;
else if (nativeResult == WAIT_TIMEOUT)
return;
else
throw new InvalidOperationException("WaitForSingleObject");
// end the nested Dispatcher loop
frame.Continue = false;
};
EventHandler onDispatcherInactive = (s, e) =>
{
operationPendingMre.Reset();
// wait for the handle or a message
var timeout = getTimeout();
var nativeResult = MsgWaitForMultipleObjectsEx(
(uint)handles.Length, handles,
timeout,
QS_EVENTMASK,
MWMO_INPUTAVAILABLE);
if (nativeResult == WAIT_OBJECT_0)
// handle signalled
result = true;
else if (nativeResult == WAIT_TIMEOUT)
// timed out
result = false;
else if (nativeResult == WAIT_ABANDONED_0)
// abandonded mutex
throw new AbandonedMutexException(-1, handle);
else if (nativeResult == WAIT_OBJECT_0 + 1)
// operation posted from another thread, yield to the frame loop
return;
else if (nativeResult == WAIT_OBJECT_0 + 2)
{
// a Windows message
if (getTimeout() > 0)
{
// message pending, yield to the frame loop
enqueIdleOperation();
return;
}
// timed out
result = false;
}
else
// unknown result
throw new InvalidOperationException("MsgWaitForMultipleObjectsEx");
// end the nested Dispatcher loop
frame.Continue = false;
};
dispatcher.Hooks.OperationCompleted += onOperationCompleted;
dispatcher.Hooks.OperationPosted += onOperationPosted;
dispatcher.Hooks.DispatcherInactive += onDispatcherInactive;
try
{
// onDispatcherInactive will be called on the new frame,
// as soon as Dispatcher becomes idle
enqueIdleOperation();
Dispatcher.PushFrame(frame);
}
finally
{
if (idleOperation != null)
idleOperation.Abort();
dispatcher.Hooks.OperationCompleted -= onOperationCompleted;
dispatcher.Hooks.OperationPosted -= onOperationPosted;
dispatcher.Hooks.DispatcherInactive -= onDispatcherInactive;
}
return result;
}
}
const uint QS_EVENTMASK = 0x1FF;
const uint MWMO_INPUTAVAILABLE = 0x4;
const uint WAIT_TIMEOUT = 0x102;
const uint WAIT_OBJECT_0 = 0;
const uint WAIT_ABANDONED_0 = 0x80;
const uint INFINITE = 0xFFFFFFFF;
[DllImport("user32.dll", SetLastError = true)]
static extern uint MsgWaitForMultipleObjectsEx(
uint nCount, IntPtr[] pHandles,
uint dwMilliseconds, uint dwWakeMask, uint dwFlags);
[DllImport("kernel32.dll")]
static extern uint WaitForSingleObject(IntPtr hHandle, uint dwMilliseconds);
}
#endregion
}
This code hasn't been heavily tested and may contain bugs, but I think I've got the concept right, as far as the question goes.