using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Threading; namespace ZeroLevel.Utils { public class Multiprocessor : IDisposable { private BlockingCollection _queue = new BlockingCollection(); private List _threads = new List(); private bool _is_disposed = false; public Multiprocessor(Action handler, int size, int stackSize = 1024 * 1024) { for (int i = 0; i < size; i++) { var t = new Thread(() => { try { T item; while (!_is_disposed && !_queue.IsCompleted) { if (_queue.TryTake(out item, 200)) { handler(item); } } } catch (Exception ex) { Log.Error(ex, "[Multiprocessor.HandleThread]"); } }, stackSize); t.IsBackground = true; _threads.Add(t); } foreach (var t in _threads) t.Start(); } public void Append(T t) => _queue.Add(t); public void WaitForEmpty() { while (_queue.Count > 0) { Thread.Sleep(100); } } public void Dispose() { _queue.CompleteAdding(); while (_queue.Count > 0) { Thread.Sleep(100); } _is_disposed = true; Thread.Sleep(1000); // wait while threads exit foreach (var thread in _threads) thread.Join(); _queue.Dispose(); } } }