Perhaps it\'s too late at night, but I can\'t think of a nice way to do this.
I\'ve started a bunch of asynchronous downloads, and I want to wait until they all comp
Check out the CountdownLatch class in this magazine article.
Update: now covered by the framework since version 4.0, CountdownEvent class.
Looks like System.Threading.WaitHandle.WaitAll might be a pretty good fit:
Waits for all the elements in the specified array to receive a signal.
Here is my C# 2.0 implementation of CountdownLatch:
public class CountdownLatch
{
private int m_count;
private EventWaitHandle m_waitHandle = new EventWaitHandle(true, EventResetMode.ManualReset);
public CountdownLatch()
{
}
public void Increment()
{
int count = Interlocked.Increment(ref m_count);
if (count == 1)
{
m_waitHandle.Reset();
}
}
public void Add(int value)
{
int count = Interlocked.Add(ref m_count, value);
if (count == value)
{
m_waitHandle.Reset();
}
}
public void Decrement()
{
int count = Interlocked.Decrement(ref m_count);
if (m_count == 0)
{
m_waitHandle.Set();
}
else if (count < 0)
{
throw new InvalidOperationException("Count must be greater than or equal to 0");
}
}
public void WaitUntilZero()
{
m_waitHandle.WaitOne();
}
}
I had a similar issue where i needed to reset a server upon some event, but had to wait for all the open requests to finish before killing it.
I used the CountdownEvent class upon server start to initialize it with 1, and inside each request I do:
try
{
counter.AddCount();
//do request stuff
}
finally
{
counter.Signal();
}
And upon receiving the ResetEvent i signal the counter once to eliminate the starting 1, and wait for live requests to signal they are done.
void OnResetEvent()
{
counter.Signal();
counter.Wait();
ResetServer();
//counter.Reset(); //if you want to reset everything again.
}
Basically you initialize the CountdownEvent with one, so that it's in a non signaled state, and with each AddCount call you are increasing the counter, and with each Signal call you are decreasing it, always staying above 1. In your wait thread you first signal it once to decrease the initial 1 value to 0, and if there are no threads running Wail() will immediately stop blocking, but if there are other threads that are still running, the wait thread will wait until they signal. Watch out, once the counter hits 0, all subsequent AddCount calls will throw an exception, you need to Reset the counter first.
In .NET 4 there is a special type for that purpose CountdownEvent.
Or you can build similar thing yourself like this:
const int workItemsCount = 10;
// Set remaining work items count to initial work items count
int remainingWorkItems = workItemsCount;
using (var countDownEvent = new ManualResetEvent(false))
{
for (int i = 0; i < workItemsCount; i++)
{
ThreadPool.QueueUserWorkItem(delegate
{
// Work item body
// At the end signal event
if (Interlocked.Decrement(ref remainingWorkItems) == 0)
countDownEvent.Set();
});
}
// Wait for all work items to complete
countDownEvent.WaitOne();
}
For each thread you start Interlock.Increment a counter. And for each callback on thread finish, Decrement it.
Then do a loop with a Thread.Sleep(10) or something until the count reaches zero.