annotate Implab/Parallels/DispatchPool.cs @ 90:efcb076407a7 v2

code cleanup
author cin
date Sun, 12 Oct 2014 16:50:34 +0400
parents ce0171cacec4
children 4c0e5ef99986
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1 using System;
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2 using System.Collections.Generic;
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3 using System.Linq;
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4 using System.Text;
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5 using System.Threading;
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6 using System.Diagnostics;
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7
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8 namespace Implab.Parallels {
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9 public abstract class DispatchPool<TUnit> : IDisposable {
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10 readonly int m_minThreadsLimit;
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11 readonly int m_maxThreadsLimit;
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12 readonly int m_releaseTimeout = 1000; // the timeout while the working thread will wait for the new tasks before exit
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13
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14 int m_threads = 0; // the current size of the pool
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15 int m_maxRunningThreads = 0; // the meximum reached size of the pool
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16 int m_exit = 0; // the pool is going to shutdown, all unused workers are released
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17
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18 readonly object m_signal = new object(); // used to pulse waiting threads
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20 protected DispatchPool(int min, int max) {
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21 if (min < 0)
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22 throw new ArgumentOutOfRangeException("min");
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23 if (max <= 0)
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24 throw new ArgumentOutOfRangeException("max");
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25
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26 if (min > max)
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27 min = max;
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28 m_minThreadsLimit = min;
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29 m_maxThreadsLimit = max;
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30 }
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31
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32 protected DispatchPool(int threads)
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33 : this(threads, threads) {
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34 }
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35
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36 protected DispatchPool() {
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37 int maxThreads, maxCP;
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38 ThreadPool.GetMaxThreads(out maxThreads, out maxCP);
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39
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40 m_minThreadsLimit = 0;
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41 m_maxThreadsLimit = maxThreads;
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42 }
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43
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44 protected void InitPool() {
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45 for (int i = 0; i < m_minThreadsLimit; i++)
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46 StartWorker();
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47 }
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48
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49 public int PoolSize {
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50 get {
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51 Thread.MemoryBarrier();
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52 return m_threads;
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53 }
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54 }
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55
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56 public int MaxRunningThreads {
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57 get {
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58 Thread.MemoryBarrier();
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59 return m_maxRunningThreads;
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60 }
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61 }
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62
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63 protected bool IsDisposed {
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64 get {
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65 Thread.MemoryBarrier();
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66 return m_exit == 1;
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67 }
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68 }
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69
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70 protected abstract bool TryDequeue(out TUnit unit);
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71
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72 bool Dequeue(out TUnit unit, int timeout) {
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73 int ts = Environment.TickCount;
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74 if (TryDequeue(out unit))
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75 return true;
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76 lock (m_signal) {
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77 while (!TryDequeue(out unit) && m_exit == 0)
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78 if(!Monitor.Wait(m_signal, Math.Max(0, ts + timeout - Environment.TickCount))) {
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79 // timeout
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80 return false;
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81 }
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82 // queue item or terminate
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83 Monitor.Pulse(m_signal);
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84 if (m_exit == 1)
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85 return false;
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86 }
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87 return true;
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88 }
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89
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90 protected void SignalThread() {
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91 lock (m_signal) {
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92 Monitor.Pulse(m_signal);
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93 }
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94 }
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95
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96 #region thread slots traits
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97
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98 bool AllocateThreadSlot() {
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99 int current;
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100 // use spins to allocate slot for the new thread
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101 do {
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102 current = m_threads;
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103 if (current >= m_maxThreadsLimit || m_exit == 1)
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104 // no more slots left or the pool has been disposed
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105 return false;
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106 } while (current != Interlocked.CompareExchange(ref m_threads, current + 1, current));
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107
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108 UpdateMaxThreads(current + 1);
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109
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110 return true;
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111 }
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112
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113 bool AllocateThreadSlot(int desired) {
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114 if (desired - 1 != Interlocked.CompareExchange(ref m_threads, desired, desired - 1))
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115 return false;
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116
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117 UpdateMaxThreads(desired);
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118
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119 return true;
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120 }
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121
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122 bool ReleaseThreadSlot(out bool last) {
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123 last = false;
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124 int current;
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125 // use spins to release slot for the new thread
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126 Thread.MemoryBarrier();
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127 do {
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128 current = m_threads;
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129 if (current <= m_minThreadsLimit && m_exit == 0)
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130 // the thread is reserved
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131 return false;
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132 } while (current != Interlocked.CompareExchange(ref m_threads, current - 1, current));
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133
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134 last = (current == 1);
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135
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136 return true;
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137 }
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138
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139 void UpdateMaxThreads(int count) {
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140 int max;
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141 do {
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142 max = m_maxRunningThreads;
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143 if (max >= count)
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144 break;
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145 } while(max != Interlocked.CompareExchange(ref m_maxRunningThreads, count, max));
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146 }
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147
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148 #endregion
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149
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150 protected bool StartWorker() {
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151 if (AllocateThreadSlot()) {
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152 // slot successfully allocated
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153 var worker = new Thread(this.Worker);
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154 worker.IsBackground = true;
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155 worker.Start();
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156
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157 return true;
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158 } else {
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159 return false;
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160 }
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161 }
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162
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163 protected abstract void InvokeUnit(TUnit unit);
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164
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165 protected virtual void Worker() {
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166 TUnit unit;
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167 bool last;
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168 do {
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169 while (Dequeue(out unit, m_releaseTimeout)) {
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170 InvokeUnit(unit);
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171 }
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172 if(!ReleaseThreadSlot(out last))
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173 continue;
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174 // queue may be not empty
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175 if (last && TryDequeue(out unit)) {
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176 InvokeUnit(unit);
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177 if (AllocateThreadSlot(1))
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178 continue;
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179 // we can safely exit since pool is alive
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180 }
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181 break;
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182 } while(true);
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183 }
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184
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185
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186 protected virtual void Dispose(bool disposing) {
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187 if (disposing) {
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188 if (0 == Interlocked.CompareExchange(ref m_exit, 1, 0)) { // implies memory barrier
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189 // wake sleeping threads
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190 SignalThread();
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191 GC.SuppressFinalize(this);
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192 }
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193 }
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194 }
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195
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196 public void Dispose() {
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197 Dispose(true);
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198 }
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199
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200 ~DispatchPool() {
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201 Dispose(false);
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202 }
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203 }
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204 }