/* **************************************************************************** * * Copyright (c) Microsoft Corporation. * * This source code is subject to terms and conditions of the Apache License, Version 2.0. A * copy of the license can be found in the License.html file at the root of this distribution. If * you cannot locate the Apache License, Version 2.0, please send an email to * dlr@microsoft.com. By using this source code in any fashion, you are agreeing to be bound * by the terms of the Apache License, Version 2.0. * * You must not remove this notice, or any other, from this software. * * * ***************************************************************************/ using System.ComponentModel; using System.Diagnostics; using System.Dynamic.Utils; namespace System.Runtime.CompilerServices { /// /// This API supports the .NET Framework infrastructure and is not intended to be used directly from your code. /// Represents a cache of runtime binding rules. /// /// The delegate type. [EditorBrowsable(EditorBrowsableState.Never), DebuggerStepThrough] public class RuleCache where T : class { private T[] _rules = new T[0]; private readonly Object cacheLock = new Object(); private const int MaxRules = 128; internal RuleCache() { } internal T[] GetRules() { return _rules; } // move the rule +2 up. // this is called on every successful rule. internal void MoveRule(T rule, int i) { // limit search to MaxSearch elements. // Rule should not get too far unless it has been already moved up. // need a lock to make sure we are moving the right rule and not loosing any. lock (cacheLock) { const int MaxSearch = 8; int count = _rules.Length - i; if (count > MaxSearch) { count = MaxSearch; } int oldIndex = -1; int max = Math.Min(_rules.Length, i + count); for (int index = i; index < max; index++) { if (_rules[index] == rule) { oldIndex = index; break; } } if (oldIndex < 0) { return; } T oldRule = _rules[oldIndex]; _rules[oldIndex] = _rules[oldIndex - 1]; _rules[oldIndex - 1] = _rules[oldIndex - 2]; _rules[oldIndex - 2] = oldRule; } } internal void AddRule(T newRule) { // need a lock to make sure we are not loosing rules. lock (cacheLock) { _rules = AddOrInsert(_rules, newRule); } } internal void ReplaceRule(T oldRule, T newRule) { // need a lock to make sure we are replacing the right rule lock (cacheLock) { int i = Array.IndexOf(_rules, oldRule); if (i >= 0) { _rules[i] = newRule; return; // DONE } // could not find it. _rules = AddOrInsert(_rules, newRule); } } // Adds to end or or inserts items at InsertPosition private const int InsertPosition = MaxRules / 2; private static T[] AddOrInsert(T[] rules, T item) { if (rules.Length < InsertPosition) { return rules.AddLast(item); } T[] newRules; int newLength = rules.Length + 1; if (newLength > MaxRules) { newLength = MaxRules; newRules = rules; } else { newRules = new T[newLength]; } Array.Copy(rules, 0, newRules, 0, InsertPosition); newRules[InsertPosition] = item; Array.Copy(rules, InsertPosition, newRules, InsertPosition + 1, newLength - InsertPosition - 1); return newRules; } } }