495 lines
16 KiB
C#
495 lines
16 KiB
C#
// Copyright (c) .NET Foundation. All rights reserved.
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// Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.AspNet.Server.Kestrel.Infrastructure;
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using Microsoft.AspNet.Server.Kestrel.Networking;
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namespace Microsoft.AspNet.Server.Kestrel.Http
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{
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public class SocketOutput : ISocketOutput
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{
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private const int _maxPendingWrites = 3;
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private const int _maxBytesPreCompleted = 65536;
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private readonly KestrelThread _thread;
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private readonly UvStreamHandle _socket;
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private readonly Connection _connection;
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private readonly long _connectionId;
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private readonly IKestrelTrace _log;
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// This locks all access to _tail, _isProducing and _returnFromOnProducingComplete.
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// _head does not require a lock, since it is only used in the ctor and uv thread.
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private readonly object _returnLock = new object();
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private MemoryPoolBlock2 _head;
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private MemoryPoolBlock2 _tail;
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private bool _isProducing;
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private MemoryPoolBlock2 _returnFromOnProducingComplete;
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// This locks access to to all of the below fields
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private readonly object _contextLock = new object();
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// The number of write operations that have been scheduled so far
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// but have not completed.
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private int _writesPending = 0;
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private int _numBytesPreCompleted = 0;
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private Exception _lastWriteError;
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private WriteContext _nextWriteContext;
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private readonly Queue<TaskCompletionSource<object>> _tasksPending;
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public SocketOutput(
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KestrelThread thread,
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UvStreamHandle socket,
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MemoryPool2 memory,
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Connection connection,
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long connectionId,
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IKestrelTrace log)
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{
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_thread = thread;
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_socket = socket;
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_connection = connection;
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_connectionId = connectionId;
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_log = log;
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_tasksPending = new Queue<TaskCompletionSource<object>>();
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_head = memory.Lease();
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_tail = _head;
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}
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public Task WriteAsync(
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ArraySegment<byte> buffer,
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bool immediate = true,
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bool socketShutdownSend = false,
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bool socketDisconnect = false)
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{
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var tail = ProducingStart();
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tail = tail.CopyFrom(buffer);
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// We do our own accounting below
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ProducingComplete(tail, count: 0);
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TaskCompletionSource<object> tcs = null;
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lock (_contextLock)
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{
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if (_nextWriteContext == null)
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{
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_nextWriteContext = new WriteContext(this);
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}
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if (socketShutdownSend)
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{
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_nextWriteContext.SocketShutdownSend = true;
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}
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if (socketDisconnect)
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{
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_nextWriteContext.SocketDisconnect = true;
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}
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if (!immediate)
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{
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// immediate==false calls always return complete tasks, because there is guaranteed
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// to be a subsequent immediate==true call which will go down one of the previous code-paths
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_numBytesPreCompleted += buffer.Count;
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}
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else if (_lastWriteError == null &&
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_tasksPending.Count == 0 &&
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_numBytesPreCompleted + buffer.Count <= _maxBytesPreCompleted)
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{
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// Complete the write task immediately if all previous write tasks have been completed,
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// the buffers haven't grown too large, and the last write to the socket succeeded.
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_numBytesPreCompleted += buffer.Count;
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}
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else
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{
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// immediate write, which is not eligable for instant completion above
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tcs = new TaskCompletionSource<object>(buffer.Count);
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_tasksPending.Enqueue(tcs);
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}
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if (_writesPending < _maxPendingWrites && immediate)
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{
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ScheduleWrite();
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_writesPending++;
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}
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}
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// Return TaskCompletionSource's Task if set, otherwise completed Task
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return tcs?.Task ?? TaskUtilities.CompletedTask;
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}
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public void End(ProduceEndType endType)
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{
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switch (endType)
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{
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case ProduceEndType.SocketShutdownSend:
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WriteAsync(default(ArraySegment<byte>),
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immediate: true,
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socketShutdownSend: true,
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socketDisconnect: false);
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break;
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case ProduceEndType.SocketDisconnect:
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WriteAsync(default(ArraySegment<byte>),
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immediate: true,
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socketShutdownSend: false,
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socketDisconnect: true);
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break;
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}
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}
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public MemoryPoolIterator2 ProducingStart()
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{
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lock (_returnLock)
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{
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Debug.Assert(!_isProducing);
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_isProducing = true;
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if (_tail == null)
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{
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throw new IOException("The socket has been closed.");
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}
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return new MemoryPoolIterator2(_tail, _tail.End);
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}
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}
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public void ProducingComplete(MemoryPoolIterator2 end, int count)
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{
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lock (_returnLock)
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{
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Debug.Assert(_isProducing);
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_isProducing = false;
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if (_returnFromOnProducingComplete == null)
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{
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_tail = end.Block;
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_tail.End = end.Index;
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if (count != 0)
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{
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lock (_contextLock)
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{
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_numBytesPreCompleted += count;
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}
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}
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}
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else
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{
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var block = _returnFromOnProducingComplete;
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while (block != null)
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{
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var returnBlock = block;
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block = block.Next;
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returnBlock.Pool?.Return(returnBlock);
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}
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_returnFromOnProducingComplete = null;
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}
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}
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}
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private void ScheduleWrite()
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{
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_thread.Post(_this => _this.WriteAllPending(), this);
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}
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// This is called on the libuv event loop
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private void WriteAllPending()
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{
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WriteContext writingContext;
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lock (_contextLock)
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{
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if (_nextWriteContext != null)
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{
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writingContext = _nextWriteContext;
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_nextWriteContext = null;
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}
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else
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{
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_writesPending--;
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return;
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}
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}
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try
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{
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writingContext.DoWriteIfNeeded();
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}
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catch
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{
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lock (_contextLock)
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{
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// Lock instead of using Interlocked.Decrement so _writesSending
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// doesn't change in the middle of executing other synchronized code.
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_writesPending--;
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}
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throw;
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}
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}
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// This is called on the libuv event loop
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private void OnWriteCompleted(int bytesWritten, int status, Exception error)
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{
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_log.ConnectionWriteCallback(_connectionId, status);
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if (error != null)
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{
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_lastWriteError = new IOException(error.Message, error);
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// Abort the connection for any failed write.
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_connection.Abort();
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}
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lock (_contextLock)
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{
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if (_nextWriteContext != null)
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{
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ScheduleWrite();
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}
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else
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{
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_writesPending--;
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}
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// _numBytesPreCompleted can temporarily go negative in the event there are
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// completed writes that we haven't triggered callbacks for yet.
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_numBytesPreCompleted -= bytesWritten;
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// bytesLeftToBuffer can be greater than _maxBytesPreCompleted
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// This allows large writes to complete once they've actually finished.
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var bytesLeftToBuffer = _maxBytesPreCompleted - _numBytesPreCompleted;
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while (_tasksPending.Count > 0 &&
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(int)(_tasksPending.Peek().Task.AsyncState) <= bytesLeftToBuffer)
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{
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var tcs = _tasksPending.Dequeue();
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var bytesToWrite = (int)tcs.Task.AsyncState;
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_numBytesPreCompleted += bytesToWrite;
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bytesLeftToBuffer -= bytesToWrite;
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if (_lastWriteError == null)
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{
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ThreadPool.QueueUserWorkItem(
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(o) => ((TaskCompletionSource<object>)o).SetResult(null),
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tcs);
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}
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else
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{
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// error is closure captured
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ThreadPool.QueueUserWorkItem(
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(o) => ((TaskCompletionSource<object>)o).SetException(_lastWriteError),
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tcs);
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}
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}
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}
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}
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// This is called on the libuv event loop
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private void ReturnAllBlocks()
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{
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lock (_returnLock)
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{
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var block = _head;
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while (block != _tail)
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{
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var returnBlock = block;
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block = block.Next;
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returnBlock.Unpin();
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returnBlock.Pool?.Return(returnBlock);
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}
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_tail.Unpin();
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if (_isProducing)
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{
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_returnFromOnProducingComplete = _tail;
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}
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else
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{
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_tail.Pool?.Return(_tail);
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}
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_head = null;
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_tail = null;
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}
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}
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void ISocketOutput.Write(ArraySegment<byte> buffer, bool immediate)
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{
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var task = WriteAsync(buffer, immediate);
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if (task.Status == TaskStatus.RanToCompletion)
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{
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return;
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}
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else
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{
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task.GetAwaiter().GetResult();
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}
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}
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Task ISocketOutput.WriteAsync(ArraySegment<byte> buffer, bool immediate, CancellationToken cancellationToken)
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{
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return WriteAsync(buffer, immediate);
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}
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private class WriteContext
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{
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private MemoryPoolIterator2 _lockedStart;
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private MemoryPoolIterator2 _lockedEnd;
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private int _bufferCount;
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private int _byteCount;
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public SocketOutput Self;
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public bool SocketShutdownSend;
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public bool SocketDisconnect;
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public int WriteStatus;
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public Exception WriteError;
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public int ShutdownSendStatus;
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public WriteContext(SocketOutput self)
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{
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Self = self;
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}
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/// <summary>
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/// First step: initiate async write if needed, otherwise go to next step
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/// </summary>
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public void DoWriteIfNeeded()
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{
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LockWrite();
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if (_byteCount == 0 || Self._socket.IsClosed)
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{
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DoShutdownIfNeeded();
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return;
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}
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var writeReq = new UvWriteReq(Self._log);
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writeReq.Init(Self._thread.Loop);
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writeReq.Write(Self._socket, _lockedStart, _lockedEnd, _bufferCount, (_writeReq, status, error, state) =>
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{
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_writeReq.Dispose();
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var _this = (WriteContext)state;
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_this.ReturnFullyWrittenBlocks();
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_this.WriteStatus = status;
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_this.WriteError = error;
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_this.DoShutdownIfNeeded();
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}, this);
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Self._head = _lockedEnd.Block;
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Self._head.Start = _lockedEnd.Index;
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}
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/// <summary>
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/// Second step: initiate async shutdown if needed, otherwise go to next step
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/// </summary>
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public void DoShutdownIfNeeded()
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{
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if (SocketShutdownSend == false || Self._socket.IsClosed)
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{
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DoDisconnectIfNeeded();
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return;
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}
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var shutdownReq = new UvShutdownReq(Self._log);
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shutdownReq.Init(Self._thread.Loop);
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shutdownReq.Shutdown(Self._socket, (_shutdownReq, status, state) =>
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{
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_shutdownReq.Dispose();
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var _this = (WriteContext)state;
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_this.ShutdownSendStatus = status;
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_this.Self._log.ConnectionWroteFin(Self._connectionId, status);
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_this.DoDisconnectIfNeeded();
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}, this);
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}
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/// <summary>
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/// Third step: disconnect socket if needed, otherwise this work item is complete
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/// </summary>
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public void DoDisconnectIfNeeded()
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{
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if (SocketDisconnect == false || Self._socket.IsClosed)
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{
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Complete();
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return;
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}
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Self._socket.Dispose();
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Self.ReturnAllBlocks();
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Self._log.ConnectionStop(Self._connectionId);
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Complete();
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}
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public void Complete()
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{
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Self.OnWriteCompleted(_byteCount, WriteStatus, WriteError);
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}
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private void ReturnFullyWrittenBlocks()
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{
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var block = _lockedStart.Block;
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while (block != _lockedEnd.Block)
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{
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var returnBlock = block;
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block = block.Next;
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returnBlock.Unpin();
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returnBlock.Pool?.Return(returnBlock);
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}
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}
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private void LockWrite()
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{
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var head = Self._head;
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var tail = Self._tail;
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if (head == null || tail == null)
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{
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// ReturnAllBlocks has already bee called. Nothing to do here.
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// Write will no-op since _byteCount will remain 0.
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return;
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}
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_lockedStart = new MemoryPoolIterator2(head, head.Start);
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_lockedEnd = new MemoryPoolIterator2(tail, tail.End);
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if (_lockedStart.Block == _lockedEnd.Block)
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{
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_byteCount = _lockedEnd.Index - _lockedStart.Index;
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_bufferCount = 1;
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return;
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}
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_byteCount = _lockedStart.Block.Data.Offset + _lockedStart.Block.Data.Count - _lockedStart.Index;
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_bufferCount = 1;
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for (var block = _lockedStart.Block.Next; block != _lockedEnd.Block; block = block.Next)
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{
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_byteCount += block.Data.Count;
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_bufferCount++;
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}
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_byteCount += _lockedEnd.Index - _lockedEnd.Block.Data.Offset;
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_bufferCount++;
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}
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}
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}
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}
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