I want to otherwise block code execution on the main thread while still allowing UI changes to be displayed.
I tried to come up with a simplified example version of
It is best to dispatch the work but if you must, maybe something like this. Just call this method to wait for the signal rather than calling the waitone.
private static TimeSpan InfiniteTimeout = TimeSpan.FromMilliseconds(-1);
private const Int32 MAX_WAIT = 100;
public static bool Wait(WaitHandle handle, TimeSpan timeout)
{
Int32 expireTicks;
bool signaled;
Int32 waitTime;
bool exitLoop;
// guard the inputs
if (handle == null) {
throw new ArgumentNullException("handle");
}
else if ((handle.SafeWaitHandle.IsClosed)) {
throw new ArgumentException("closed wait handle", "handle");
}
else if ((handle.SafeWaitHandle.IsInvalid)) {
throw new ArgumentException("invalid wait handle", "handle");
}
else if ((timeout < InfiniteTimeout)) {
throw new ArgumentException("invalid timeout <-1", "timeout");
}
// wait for the signal
expireTicks = (int)Environment.TickCount + timeout.TotalMilliseconds;
do {
if (timeout.Equals(InfiniteTimeout)) {
waitTime = MAX_WAIT;
}
else {
waitTime = (expireTicks - Environment.TickCount);
if (waitTime <= 0) {
exitLoop = true;
waitTime = 0;
}
else if (waitTime > MAX_WAIT) {
waitTime = MAX_WAIT;
}
}
if ((handle.SafeWaitHandle.IsClosed)) {
exitLoop = true;
}
else if (handle.WaitOne(waitTime, false)) {
exitLoop = true;
signaled = true;
}
else {
if (Application.MessageLoop) {
Application.DoEvents();
}
else {
Thread.Sleep(1);
}
}
}
while (!exitLoop);
return signaled;
}