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// Licensed under the MIT License.
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Management.Automation;
using System.Threading;
using Dbg = System.Management.Automation.Diagnostics;
namespace Microsoft.PowerShell.Commands
{
/// <summary>
/// This cmdlet waits for job to complete.
/// </summary>
[Cmdlet(VerbsLifecycle.Wait, "Job", DefaultParameterSetName = JobCmdletBase.SessionIdParameterSet, HelpUri = "https://go.microsoft.com/fwlink/?LinkID=2096902")]
[OutputType(typeof(Job))]
public class WaitJobCommand : JobCmdletBase, IDisposable
{
#region Parameters
/// <summary>
/// Specifies the Jobs objects which need to be
/// removed.
/// </summary>
[Parameter(Mandatory = true,
Position = 0,
ValueFromPipeline = true,
ValueFromPipelineByPropertyName = true,
ParameterSetName = RemoveJobCommand.JobParameterSet)]
[ValidateNotNullOrEmpty]
[SuppressMessage("Microsoft.Performance", "CA1819:PropertiesShouldNotReturnArrays")]
public Job[] Job { get; set; }
/// <summary>
/// Complete the cmdlet when any of the job is completed, instead of waiting for all of them to be completed.
/// </summary>
[Parameter]
public SwitchParameter Any { get; set; }
/// <summary>
/// If timeout is specified, the cmdlet will only wait for this number of seconds.
/// Value of -1 means never timeout.
/// </summary>
[Parameter]
[Alias("TimeoutSec")]
[ValidateRange(-1, Int32.MaxValue)]
public int Timeout
{
get
{
return _timeoutInSeconds;
}
set
{
_timeoutInSeconds = value;
}
}
private int _timeoutInSeconds = -1; // -1: infinite, this default is to wait for as long as it takes.
/// <summary>
/// Forces the cmdlet to wait for Finished states (Completed, Failed, Stopped) instead of
/// persistent states, which also include Suspended and Disconnected.
/// </summary>
[Parameter]
public SwitchParameter Force { get; set; }
/// <summary>
/// </summary>
public override string[] Command { get; set; }
#endregion Parameters
#region Coordinating how different events (timeout, stopprocessing, job finished, job blocked) affect what happens in EndProcessing
private readonly object _endProcessingActionLock = new object();
private Action _endProcessingAction;
private readonly ManualResetEventSlim _endProcessingActionIsReady = new ManualResetEventSlim(false);
private void SetEndProcessingAction(Action endProcessingAction)
{
Dbg.Assert(endProcessingAction != null, "Caller should verify endProcessingAction != null");
lock (_endProcessingActionLock)
{
if (_endProcessingAction == null)
{
Dbg.Assert(!_endProcessingActionIsReady.IsSet, "This line should execute only once");
_endProcessingAction = endProcessingAction;
_endProcessingActionIsReady.Set();
}
}
}
private void InvokeEndProcessingAction()
{
_endProcessingActionIsReady.Wait();
Action endProcessingAction;
lock (_endProcessingActionLock)
{
endProcessingAction = _endProcessingAction;
}
// Invoke action outside lock.
endProcessingAction?.Invoke();
}
private void CleanUpEndProcessing()
{
_endProcessingActionIsReady.Dispose();
}
#endregion
#region Support for triggering EndProcessing when jobs are finished or blocked
private readonly HashSet<Job> _finishedJobs = new HashSet<Job>();
private readonly HashSet<Job> _blockedJobs = new HashSet<Job>();
private readonly List<Job> _jobsToWaitFor = new List<Job>();
private readonly object _jobTrackingLock = new object();
private void HandleJobStateChangedEvent(object source, JobStateEventArgs eventArgs)
{
Dbg.Assert(source is Job, "Caller should verify source is Job");
Dbg.Assert(eventArgs != null, "Caller should verify eventArgs != null");
var job = (Job)source;
lock (_jobTrackingLock)
{
Dbg.Assert(_blockedJobs.All(j => !_finishedJobs.Contains(j)), "Job cannot be in *both* _blockedJobs and _finishedJobs");
if (eventArgs.JobStateInfo.State == JobState.Blocked)
{
_blockedJobs.Add(job);
}
else
{
_blockedJobs.Remove(job);
}
// Treat jobs in Disconnected state as finished jobs since the user
// will have to reconnect the job before more information can be
// obtained.
// Suspended jobs require a Resume-Job call. Both of these states are persistent
// without user interaction.
// Wait should wait until a job is in a persistent state, OR if the force parameter
// is specified, until the job is in a finished state, which is a subset of
// persistent states.
if (!Force && job.IsPersistentState(eventArgs.JobStateInfo.State) || (Force && job.IsFinishedState(eventArgs.JobStateInfo.State)))
{
if (!job.IsFinishedState(eventArgs.JobStateInfo.State))
{
_warnNotTerminal = true;
}
_finishedJobs.Add(job);
}
else
{
_finishedJobs.Remove(job);
}
Dbg.Assert(_blockedJobs.All(j => !_finishedJobs.Contains(j)), "Job cannot be in *both* _blockedJobs and _finishedJobs");
if (this.Any.IsPresent)
{
if (_finishedJobs.Count > 0)
{
this.SetEndProcessingAction(this.EndProcessingOutputSingleFinishedJob);
}
else if (_blockedJobs.Count == _jobsToWaitFor.Count)
{
this.SetEndProcessingAction(this.EndProcessingBlockedJobsError);
}
}
else
{
if (_finishedJobs.Count == _jobsToWaitFor.Count)
{
this.SetEndProcessingAction(this.EndProcessingOutputAllFinishedJobs);
}
else if (_blockedJobs.Count > 0)
{
this.SetEndProcessingAction(this.EndProcessingBlockedJobsError);
}
}
}
}
private void AddJobsThatNeedJobChangesTracking(IEnumerable<Job> jobsToAdd)
{
Dbg.Assert(jobsToAdd != null, "Caller should verify jobs != null");
lock (_jobTrackingLock)
{
_jobsToWaitFor.AddRange(jobsToAdd);
}
}
private void StartJobChangesTracking()
{
lock (_jobTrackingLock)
{
if (_jobsToWaitFor.Count == 0)
{
this.SetEndProcessingAction(this.EndProcessingDoNothing);
return;
}
foreach (Job job in _jobsToWaitFor)
{
job.StateChanged += this.HandleJobStateChangedEvent;
this.HandleJobStateChangedEvent(job, new JobStateEventArgs(job.JobStateInfo));
}
}
}
private void CleanUpJobChangesTracking()
{
lock (_jobTrackingLock)
{
foreach (Job job in _jobsToWaitFor)
{
job.StateChanged -= this.HandleJobStateChangedEvent;
}
}
}
private List<Job> GetFinishedJobs()
{
List<Job> jobsToOutput;
lock (_jobTrackingLock)
{
jobsToOutput = _jobsToWaitFor.Where(j => ((!Force && j.IsPersistentState(j.JobStateInfo.State)) || (Force && j.IsFinishedState(j.JobStateInfo.State)))).ToList();
}
return jobsToOutput;
}
private Job GetOneBlockedJob()
{
lock (_jobTrackingLock)
{
return _jobsToWaitFor.Find(static j => j.JobStateInfo.State == JobState.Blocked);
}
}
#endregion
#region Support for triggering EndProcessing when timing out
private Timer _timer;
private readonly object _timerLock = new object();
private void StartTimeoutTracking(int timeoutInSeconds)
{
if (timeoutInSeconds == 0)
{
this.SetEndProcessingAction(this.EndProcessingDoNothing);
}
else if (timeoutInSeconds > 0)
{
lock (_timerLock)
{
_timer = new Timer((_) => this.SetEndProcessingAction(this.EndProcessingDoNothing), null, timeoutInSeconds * 1000, System.Threading.Timeout.Infinite);
}
}
}
private void CleanUpTimeoutTracking()
{
lock (_timerLock)
{
if (_timer != null)
{
_timer.Dispose();
_timer = null;
}
}
}
#endregion
#region Overrides
/// <summary>
/// Cancel the Wait-Job cmdlet.
/// </summary>
protected override void StopProcessing()
{
this.SetEndProcessingAction(this.EndProcessingDoNothing);
}
/// <summary>
/// In this method, we initialize the timer if timeout parameter is specified.
/// </summary>
protected override void BeginProcessing()
{
this.StartTimeoutTracking(_timeoutInSeconds);
}
/// <summary>
/// This method just collects the Jobs which will be waited on in the EndProcessing method.
/// </summary>
protected override void ProcessRecord()
{
// List of jobs to wait
List<Job> matches;
switch (ParameterSetName)
{
case NameParameterSet:
matches = FindJobsMatchingByName(true, false, true, false);
break;
case InstanceIdParameterSet:
matches = FindJobsMatchingByInstanceId(true, false, true, false);
break;
case SessionIdParameterSet:
matches = FindJobsMatchingBySessionId(true, false, true, false);
break;
case StateParameterSet:
matches = FindJobsMatchingByState(false);
break;
case FilterParameterSet:
matches = FindJobsMatchingByFilter(false);
break;
default:
matches = CopyJobsToList(this.Job, false, false);
break;
}
this.AddJobsThatNeedJobChangesTracking(matches);
}
/// <summary>
/// Wait on the collected Jobs.
/// </summary>
protected override void EndProcessing()
{
this.StartJobChangesTracking();
this.InvokeEndProcessingAction();
if (_warnNotTerminal)
{
WriteWarning(RemotingErrorIdStrings.JobSuspendedDisconnectedWaitWithForce);
}
}
private void EndProcessingOutputSingleFinishedJob()
{
Job finishedJob = this.GetFinishedJobs().FirstOrDefault();
if (finishedJob != null)
{
this.WriteObject(finishedJob);
}
}
private void EndProcessingOutputAllFinishedJobs()
{
IEnumerable<Job> finishedJobs = this.GetFinishedJobs();
foreach (Job finishedJob in finishedJobs)
{
this.WriteObject(finishedJob);
}
}
private void EndProcessingBlockedJobsError()
{
string message = RemotingErrorIdStrings.JobBlockedSoWaitJobCannotContinue;
Exception exception = new ArgumentException(message);
ErrorRecord errorRecord = new ErrorRecord(
exception,
"BlockedJobsDeadlockWithWaitJob",
ErrorCategory.DeadlockDetected,
this.GetOneBlockedJob());
this.ThrowTerminatingError(errorRecord);
}
private void EndProcessingDoNothing()
{
// do nothing
}
#endregion Overrides
#region IDisposable Members
/// <summary>
/// Dispose all managed resources. This will suppress finalizer on the object from getting called by
/// calling System.GC.SuppressFinalize(this).
/// </summary>
public void Dispose()
{
Dispose(true);
// To prevent derived types with finalizers from having to re-implement System.IDisposable to call it,
// unsealed types without finalizers should still call SuppressFinalize.
System.GC.SuppressFinalize(this);
}
/// <summary>
/// Release all the resources.
/// </summary>
/// <param name="disposing">
/// if true, release all the managed objects.
/// </param>
private void Dispose(bool disposing)
{
if (disposing)
{
lock (_disposableLock)
{
if (!_isDisposed)
{
_isDisposed = true;
this.CleanUpTimeoutTracking();
this.CleanUpJobChangesTracking();
this.CleanUpEndProcessing(); // <- has to be last
}
}
}
}
private bool _isDisposed;
private readonly object _disposableLock = new object();
private bool _warnNotTerminal = false;
#endregion IDisposable Members
}
}
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