I've recently begun my first multi-threading code, and I'd appreciate some comments.
It delivers video samples from a buffer that is filled in the background by a stream parser (outside the scope of this question). If the buffer is empty, it needs to wait until the buffer level becomes acceptable and then continue.
Code is for Silverlight 4, some error-checking removed:
// External class requests samples - can happen multiple times concurrently
protected override void GetSampleAsync()
{
Interlocked.Add(ref getVideoSampleRequestsOutstanding, 1);
}
// Runs on a background thread
void DoVideoPumping()
{
do
{
if (getVideoSampleRequestsOutstanding > 0)
{
PumpNextVideoSample();
// Decrement the counter
Interlocked.Add(ref getVideoSampleRequestsOutstanding, -1);
}
else Thread.Sleep(0);
} while (!this.StopAllBackgroundThreads);
}
void PumpNextVideoSample()
{
// If the video sample buffer is empty, tell stream parser to give us more samples
bool MyVidBufferIsEmpty = false; bool hlsClientIsExhausted = false;
ParseMoreSamplesIfMyVideoBufferIsLow(ref MyVidBufferIsEmpty, ref parserAtEndOfStream);
if (parserAtEndOfStream) // No more data, start running down buffers
this.RunningDownVideoBuffer = true;
else if (MyVidBufferIsEmpty)
{
// Buffer is empty, wait for samples
WaitingOnEmptyVideoBuffer = true;
WaitOnEmptyVideoBuffer.WaitOne();
}
// Buffer is OK
nextSample = DeQueueVideoSample(); // thread-safe, returns NULL if a problem
// Send the sample to the external renderer
ReportGetSampleCompleted(nextSample);
}
The code seems to work well. However, I'm told that using Thread.Wait(...) is 'evil': when no samples are being requested, my code loops unnecessarily, eating up CPU time.
Can my code be further optimised? Since my class is designed for an environment where samples WILL be requested, does the potential 'pointless loop' scenario outweigh the simplicity of its current design?
Comments much appreciated.