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[mono-project.git] / mcs / class / corlib / System.Runtime.InteropServices / SafeHandle.cs
blob9bcb34f8259852f0f6dbe35589c96b7ba073771a
1 //
2 // System.Runtime.InteropServices.SafeHandle
3 //
4 // Copyright (C) 2005 Novell, Inc (http://www.novell.com)
5 //
6 // Permission is hereby granted, free of charge, to any person obtaining
7 // a copy of this software and associated documentation files (the
8 // "Software"), to deal in the Software without restriction, including
9 // without limitation the rights to use, copy, modify, merge, publish,
10 // distribute, sublicense, and/or sell copies of the Software, and to
11 // permit persons to whom the Software is furnished to do so, subject to
12 // the following conditions:
14 // The above copyright notice and this permission notice shall be
15 // included in all copies or substantial portions of the Software.
17 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
20 // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
21 // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 // WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 // Notes:
26 // This code is only API complete, but it lacks the runtime support
27 // for CriticalFinalizerObject and any P/Invoke wrapping that might
28 // happen.
30 // For details, see:
31 // http://blogs.msdn.com/cbrumme/archive/2004/02/20/77460.aspx
33 // CER-like behavior is implemented for Close and DangerousAddRef
34 // via the try/finally uninterruptible pattern in case of async
35 // exceptions like ThreadAbortException.
37 // On implementing SafeHandles:
38 // http://blogs.msdn.com/bclteam/archive/2005/03/15/396335.aspx
40 // Issues:
42 // TODO: Although DangerousAddRef has been implemented, I need to
43 // find out whether the runtime performs the P/Invoke if the
44 // handle has been disposed already.
48 // Copyright (c) Microsoft. All rights reserved.
49 // Licensed under the MIT license. See LICENSE file in the project root for full license information.
51 // Files:
52 // - mscorlib/system/runtime/interopservices/safehandle.cs
55 using System;
56 using System.Runtime.InteropServices;
57 using System.Runtime.ConstrainedExecution;
58 using System.Runtime.CompilerServices;
59 using System.Threading;
61 namespace System.Runtime.InteropServices
63 [StructLayout (LayoutKind.Sequential)]
64 public abstract partial class SafeHandle
66 const int RefCount_Mask = 0x7ffffffc;
67 const int RefCount_One = 0x4;
69 enum State {
70 Closed = 0x00000001,
71 Disposed = 0x00000002,
75 * This should only be called for cases when you know for a fact that
76 * your handle is invalid and you want to record that information.
77 * An example is calling a syscall and getting back ERROR_INVALID_HANDLE.
78 * This method will normally leak handles!
80 [ReliabilityContract (Consistency.WillNotCorruptState, Cer.Success)]
81 public void SetHandleAsInvalid ()
83 try {}
84 finally {
85 int old_state, new_state;
87 do {
88 old_state = _state;
89 new_state = old_state | (int) State.Closed;
90 } while (Interlocked.CompareExchange (ref _state, new_state, old_state) != old_state);
92 GC.SuppressFinalize (this);
97 * Add a reason why this handle should not be relinquished (i.e. have
98 * ReleaseHandle called on it). This method has dangerous in the name since
99 * it must always be used carefully (e.g. called within a CER) to avoid
100 * leakage of the handle. It returns a boolean indicating whether the
101 * increment was actually performed to make it easy for program logic to
102 * back out in failure cases (i.e. is a call to DangerousRelease needed).
103 * It is passed back via a ref parameter rather than as a direct return so
104 * that callers need not worry about the atomicity of calling the routine
105 * and assigning the return value to a variable (the variable should be
106 * explicitly set to false prior to the call). The only failure cases are
107 * when the method is interrupted prior to processing by a thread abort or
108 * when the handle has already been (or is in the process of being)
109 * released.
111 [ReliabilityContract (Consistency.WillNotCorruptState, Cer.MayFail)]
112 public void DangerousAddRef (ref bool success)
114 try {}
115 finally {
116 if (!_fullyInitialized)
117 throw new InvalidOperationException ();
119 int old_state, new_state;
121 do {
122 old_state = _state;
124 if ((old_state & (int) State.Closed) != 0)
125 throw new ObjectDisposedException (null, "Safe handle has been closed");
127 new_state = old_state + RefCount_One;
128 } while (Interlocked.CompareExchange (ref _state, new_state, old_state) != old_state);
130 success = true;
135 * Partner to DangerousAddRef. This should always be successful when used in
136 * a correct manner (i.e. matching a successful DangerousAddRef and called
137 * from a region such as a CER where a thread abort cannot interrupt
138 * processing). In the same way that unbalanced DangerousAddRef calls can
139 * cause resource leakage, unbalanced DangerousRelease calls may cause
140 * invalid handle states to become visible to other threads. This
141 * constitutes a potential security hole (via handle recycling) as well as a
142 * correctness problem -- so don't ever expose Dangerous* calls out to
143 * untrusted code.
145 [ReliabilityContract (Consistency.WillNotCorruptState, Cer.Success)]
146 public void DangerousRelease ()
148 DangerousReleaseInternal (false);
151 void InternalDispose ()
153 if (!_fullyInitialized)
154 throw new InvalidOperationException ();
156 DangerousReleaseInternal (true);
157 GC.SuppressFinalize (this);
160 void InternalFinalize ()
162 if (_fullyInitialized)
163 DangerousReleaseInternal (true);
166 void DangerousReleaseInternal (bool dispose)
168 try {}
169 finally {
170 if (!_fullyInitialized)
171 throw new InvalidOperationException ();
173 int old_state, new_state;
175 /* See AddRef above for the design of the synchronization here. Basically we
176 * will try to decrement the current ref count and, if that would take us to
177 * zero refs, set the closed state on the handle as well. */
178 bool perform_release = false;
180 do {
181 old_state = _state;
183 /* If this is a Dispose operation we have additional requirements (to
184 * ensure that Dispose happens at most once as the comments in AddRef
185 * detail). We must check that the dispose bit is not set in the old
186 * state and, in the case of successful state update, leave the disposed
187 * bit set. Silently do nothing if Dispose has already been called
188 * (because we advertise that as a semantic of Dispose). */
189 if (dispose && (old_state & (int) State.Disposed) != 0) {
190 /* we cannot use `return` in a finally block, so we have to ensure
191 * that we are not releasing the handle */
192 perform_release = false;
193 break;
196 /* We should never see a ref count of zero (that would imply we have
197 * unbalanced AddRef and Releases). (We might see a closed state before
198 * hitting zero though -- that can happen if SetHandleAsInvalid is
199 * used). */
200 if ((old_state & RefCount_Mask) == 0)
201 throw new ObjectDisposedException (null, "Safe handle has been closed");
203 if ((old_state & RefCount_Mask) != RefCount_One)
204 perform_release = false;
205 else if ((old_state & (int) State.Closed) != 0)
206 perform_release = false;
207 else if (!_ownsHandle)
208 perform_release = false;
209 else if (IsInvalid)
210 perform_release = false;
211 else
212 perform_release = true;
214 // Not closed, let's propose an update (to the ref count, just add
215 // StateBits.RefCountOne to the state to effectively add 1 to the ref count).
216 // Continue doing this until the update succeeds (because nobody
217 // modifies the state field between the read and write operations) or
218 // the state moves to closed.
219 new_state = old_state - RefCount_One;
220 if ((old_state & RefCount_Mask) == RefCount_One)
221 new_state |= (int) State.Closed;
222 if (dispose)
223 new_state |= (int) State.Disposed;
224 } while (Interlocked.CompareExchange (ref _state, new_state, old_state) != old_state);
226 if (perform_release)
227 ReleaseHandle ();