FlashPatcher/FlashPatcher/TaskService/Native/ThreadLocal.PreNet40.cs

810 lines
26 KiB
C#

#if (NET20 || NET35)
#pragma warning disable 0420
// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// ==--==
// =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
//
// ThreadLocal.cs
//
// <OWNER>Microsoft</OWNER>
//
// A class that provides a simple, lightweight implementation of thread-local lazy-initialization, where a value is initialized once per accessing
// thread; this provides an alternative to using a ThreadStatic static variable and having
// to check the variable prior to every access to see if it's been initialized.
//
//
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
using System.Diagnostics;
using System.Collections.Generic;
using System.Security.Permissions;
namespace System.Threading
{
/// <summary>
/// Provides thread-local storage of data.
/// </summary>
/// <typeparam name="T">Specifies the type of data stored per-thread.</typeparam>
/// <remarks>
/// <para>
/// With the exception of <see cref="Dispose()"/>, all public and protected members of
/// <see cref="ThreadLocal{T}"/> are thread-safe and may be used
/// concurrently from multiple threads.
/// </para>
/// </remarks>
[DebuggerTypeProxy(typeof(SystemThreading_ThreadLocalDebugView<>))]
[DebuggerDisplay("IsValueCreated={IsValueCreated}, Value={ValueForDebugDisplay}, Count={ValuesCountForDebugDisplay}")]
[HostProtection(Synchronization = true, ExternalThreading = true)]
internal class ThreadLocal<T> : IDisposable
{
private const int MaxArrayLength = 0X7FEFFFFF;
// a delegate that returns the created value, if null the created value will be default(T)
private Func<T> m_valueFactory;
//
// ts_slotArray is a table of thread-local values for all ThreadLocal<T> instances
//
// So, when a thread reads ts_slotArray, it gets back an array of *all* ThreadLocal<T> values for this thread and this T.
// The slot relevant to this particular ThreadLocal<T> instance is determined by the m_idComplement instance field stored in
// the ThreadLocal<T> instance.
//
[ThreadStatic]
static LinkedSlotVolatile[] ts_slotArray;
[ThreadStatic]
static FinalizationHelper ts_finalizationHelper;
// Slot ID of this ThreadLocal<> instance. We store a bitwise complement of the ID (that is ~ID), which allows us to distinguish
// between the case when ID is 0 and an incompletely initialized object, either due to a thread abort in the constructor, or
// possibly due to a memory model issue in user code.
private int m_idComplement;
// This field is set to true when the constructor completes. That is helpful for recognizing whether a constructor
// threw an exception - either due to invalid argument or due to a thread abort. Finally, the field is set to false
// when the instance is disposed.
private volatile bool m_initialized;
// IdManager assigns and reuses slot IDs. Additionally, the object is also used as a global lock.
private static IdManager s_idManager = new IdManager();
// A linked list of all values associated with this ThreadLocal<T> instance.
// We create a dummy head node. That allows us to remove any (non-dummy) node without having to locate the m_linkedSlot field.
private LinkedSlot m_linkedSlot = new LinkedSlot(null);
// Whether the Values property is supported
private bool m_trackAllValues;
/// <summary>
/// Initializes the <see cref="System.Threading.ThreadLocal{T}"/> instance.
/// </summary>
public ThreadLocal()
{
Initialize(null, false);
}
/// <summary>
/// Initializes the <see cref="System.Threading.ThreadLocal{T}"/> instance.
/// </summary>
/// <param name="trackAllValues">Whether to track all values set on the instance and expose them through the Values property.</param>
public ThreadLocal(bool trackAllValues)
{
Initialize(null, trackAllValues);
}
/// <summary>
/// Initializes the <see cref="System.Threading.ThreadLocal{T}"/> instance with the
/// specified <paramref name="valueFactory"/> function.
/// </summary>
/// <param name="valueFactory">
/// The <see cref="T:System.Func{T}"/> invoked to produce a lazily-initialized value when
/// an attempt is made to retrieve <see cref="Value"/> without it having been previously initialized.
/// </param>
/// <exception cref="T:System.ArgumentNullException">
/// <paramref name="valueFactory"/> is a null reference (Nothing in Visual Basic).
/// </exception>
public ThreadLocal(Func<T> valueFactory)
{
if (valueFactory == null)
throw new ArgumentNullException("valueFactory");
Initialize(valueFactory, false);
}
/// <summary>
/// Initializes the <see cref="System.Threading.ThreadLocal{T}"/> instance with the
/// specified <paramref name="valueFactory"/> function.
/// </summary>
/// <param name="valueFactory">
/// The <see cref="T:System.Func{T}"/> invoked to produce a lazily-initialized value when
/// an attempt is made to retrieve <see cref="Value"/> without it having been previously initialized.
/// </param>
/// <param name="trackAllValues">Whether to track all values set on the instance and expose them via the Values property.</param>
/// <exception cref="T:System.ArgumentNullException">
/// <paramref name="valueFactory"/> is a null reference (Nothing in Visual Basic).
/// </exception>
public ThreadLocal(Func<T> valueFactory, bool trackAllValues)
{
if (valueFactory == null)
throw new ArgumentNullException("valueFactory");
Initialize(valueFactory, trackAllValues);
}
private void Initialize(Func<T> valueFactory, bool trackAllValues)
{
m_valueFactory = valueFactory;
m_trackAllValues = trackAllValues;
// Assign the ID and mark the instance as initialized. To avoid leaking IDs, we assign the ID and set m_initialized
// in a finally block, to avoid a thread abort in between the two statements.
try { }
finally
{
m_idComplement = ~s_idManager.GetId();
// As the last step, mark the instance as fully initialized. (Otherwise, if m_initialized=false, we know that an exception
// occurred in the constructor.)
m_initialized = true;
}
}
/// <summary>
/// Releases the resources used by this <see cref="T:System.Threading.ThreadLocal{T}" /> instance.
/// </summary>
~ThreadLocal()
{
// finalizer to return the type combination index to the pool
Dispose(false);
}
#region IDisposable Members
/// <summary>
/// Releases the resources used by this <see cref="T:System.Threading.ThreadLocal{T}" /> instance.
/// </summary>
/// <remarks>
/// Unlike most of the members of <see cref="T:System.Threading.ThreadLocal{T}"/>, this method is not thread-safe.
/// </remarks>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Releases the resources used by this <see cref="T:System.Threading.ThreadLocal{T}" /> instance.
/// </summary>
/// <param name="disposing">
/// A Boolean value that indicates whether this method is being called due to a call to <see cref="Dispose()"/>.
/// </param>
/// <remarks>
/// Unlike most of the members of <see cref="T:System.Threading.ThreadLocal{T}"/>, this method is not thread-safe.
/// </remarks>
protected virtual void Dispose(bool disposing)
{
int id;
lock (s_idManager)
{
id = ~m_idComplement;
m_idComplement = 0;
if (id < 0 || !m_initialized)
{
// Handle double Dispose calls or disposal of an instance whose constructor threw an exception.
return;
}
m_initialized = false;
for (LinkedSlot linkedSlot = m_linkedSlot.Next; linkedSlot != null; linkedSlot = linkedSlot.Next)
{
LinkedSlotVolatile[] slotArray = linkedSlot.SlotArray;
if (slotArray == null)
{
// The thread that owns this slotArray has already finished.
continue;
}
// Remove the reference from the LinkedSlot to the slot table.
linkedSlot.SlotArray = null;
// And clear the references from the slot table to the linked slot and the value so that
// both can get garbage collected.
slotArray[id].Value.Value = default(T);
slotArray[id].Value = null;
}
}
m_linkedSlot = null;
s_idManager.ReturnId(id);
}
#endregion
/// <summary>Creates and returns a string representation of this instance for the current thread.</summary>
/// <returns>The result of calling <see cref="System.Object.ToString"/> on the <see cref="Value"/>.</returns>
/// <exception cref="T:System.NullReferenceException">
/// The <see cref="Value"/> for the current thread is a null reference (Nothing in Visual Basic).
/// </exception>
/// <exception cref="T:System.InvalidOperationException">
/// The initialization function referenced <see cref="Value"/> in an improper manner.
/// </exception>
/// <exception cref="T:System.ObjectDisposedException">
/// The <see cref="ThreadLocal{T}"/> instance has been disposed.
/// </exception>
/// <remarks>
/// Calling this method forces initialization for the current thread, as is the
/// case with accessing <see cref="Value"/> directly.
/// </remarks>
public override string ToString()
{
return Value.ToString();
}
/// <summary>
/// Gets or sets the value of this instance for the current thread.
/// </summary>
/// <exception cref="T:System.InvalidOperationException">
/// The initialization function referenced <see cref="Value"/> in an improper manner.
/// </exception>
/// <exception cref="T:System.ObjectDisposedException">
/// The <see cref="ThreadLocal{T}"/> instance has been disposed.
/// </exception>
/// <remarks>
/// If this instance was not previously initialized for the current thread,
/// accessing <see cref="Value"/> will attempt to initialize it. If an initialization function was
/// supplied during the construction, that initialization will happen by invoking the function
/// to retrieve the initial value for <see cref="Value"/>. Otherwise, the default value of
/// <typeparamref name="T"/> will be used.
/// </remarks>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
public T Value
{
get
{
LinkedSlotVolatile[] slotArray = ts_slotArray;
LinkedSlot slot;
int id = ~m_idComplement;
//
// Attempt to get the value using the fast path
//
if (slotArray != null // Has the slot array been initialized?
&& id >= 0 // Is the ID non-negative (i.e., instance is not disposed)?
&& id < slotArray.Length // Is the table large enough?
&& (slot = slotArray[id].Value) != null // Has a LinkedSlot object has been allocated for this ID?
&& m_initialized // Has the instance *still* not been disposed (important for ----s with Dispose)?
)
{
// We verified that the instance has not been disposed *after* we got a reference to the slot.
// This guarantees that we have a reference to the right slot.
//
// Volatile read of the LinkedSlotVolatile.Value property ensures that the m_initialized read
// will not be reordered before the read of slotArray[id].
return slot.Value;
}
return GetValueSlow();
}
set
{
LinkedSlotVolatile[] slotArray = ts_slotArray;
LinkedSlot slot;
int id = ~m_idComplement;
//
// Attempt to set the value using the fast path
//
if (slotArray != null // Has the slot array been initialized?
&& id >= 0 // Is the ID non-negative (i.e., instance is not disposed)?
&& id < slotArray.Length // Is the table large enough?
&& (slot = slotArray[id].Value) != null // Has a LinkedSlot object has been allocated for this ID?
&& m_initialized // Has the instance *still* not been disposed (important for ----s with Dispose)?
)
{
// We verified that the instance has not been disposed *after* we got a reference to the slot.
// This guarantees that we have a reference to the right slot.
//
// Volatile read of the LinkedSlotVolatile.Value property ensures that the m_initialized read
// will not be reordered before the read of slotArray[id].
slot.Value = value;
}
else
{
SetValueSlow(value, slotArray);
}
}
}
private T GetValueSlow()
{
// If the object has been disposed, the id will be -1.
int id = ~m_idComplement;
if (id < 0)
{
throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
}
// Determine the initial value
T value;
if (m_valueFactory == null)
{
value = default(T);
}
else
{
value = m_valueFactory();
if (IsValueCreated)
{
throw new InvalidOperationException("The initialization function attempted to reference Value recursively.");
}
}
// Since the value has been previously uninitialized, we also need to set it (according to the ThreadLocal semantics).
Value = value;
return value;
}
private void SetValueSlow(T value, LinkedSlotVolatile[] slotArray)
{
int id = ~m_idComplement;
// If the object has been disposed, id will be -1.
if (id < 0)
{
throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
}
// If a slot array has not been created on this thread yet, create it.
if (slotArray == null)
{
slotArray = new LinkedSlotVolatile[GetNewTableSize(id + 1)];
ts_finalizationHelper = new FinalizationHelper(slotArray, m_trackAllValues);
ts_slotArray = slotArray;
}
// If the slot array is not big enough to hold this ID, increase the table size.
if (id >= slotArray.Length)
{
GrowTable(ref slotArray, id + 1);
ts_finalizationHelper.SlotArray = slotArray;
ts_slotArray = slotArray;
}
// If we are using the slot in this table for the first time, create a new LinkedSlot and add it into
// the linked list for this ThreadLocal instance.
if (slotArray[id].Value == null)
{
CreateLinkedSlot(slotArray, id, value);
}
else
{
// Volatile read of the LinkedSlotVolatile.Value property ensures that the m_initialized read
// that follows will not be reordered before the read of slotArray[id].
LinkedSlot slot = slotArray[id].Value;
// It is important to verify that the ThreadLocal instance has not been disposed. The check must come
// after capturing slotArray[id], but before assigning the value into the slot. This ensures that
// if this ThreadLocal instance was disposed on another thread and another ThreadLocal instance was
// created, we definitely won't assign the value into the wrong instance.
if (!m_initialized)
{
throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
}
slot.Value = value;
}
}
/// <summary>
/// Creates a LinkedSlot and inserts it into the linked list for this ThreadLocal instance.
/// </summary>
private void CreateLinkedSlot(LinkedSlotVolatile[] slotArray, int id, T value)
{
// Create a LinkedSlot
var linkedSlot = new LinkedSlot(slotArray);
// Insert the LinkedSlot into the linked list maintained by this ThreadLocal<> instance and into the slot array
lock (s_idManager)
{
// Check that the instance has not been disposed. It is important to check this under a lock, since
// Dispose also executes under a lock.
if (!m_initialized)
{
throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
}
LinkedSlot firstRealNode = m_linkedSlot.Next;
//
// Insert linkedSlot between nodes m_linkedSlot and firstRealNode.
// (m_linkedSlot is the dummy head node that should always be in the front.)
//
linkedSlot.Next = firstRealNode;
linkedSlot.Previous = m_linkedSlot;
linkedSlot.Value = value;
if (firstRealNode != null)
{
firstRealNode.Previous = linkedSlot;
}
m_linkedSlot.Next = linkedSlot;
// Assigning the slot under a lock prevents a ---- with Dispose (dispose also acquires the lock).
// Otherwise, it would be possible that the ThreadLocal instance is disposed, another one gets created
// with the same ID, and the write would go to the wrong instance.
slotArray[id].Value = linkedSlot;
}
}
/// <summary>
/// Gets a list for all of the values currently stored by all of the threads that have accessed this instance.
/// </summary>
/// <exception cref="T:System.ObjectDisposedException">
/// The <see cref="ThreadLocal{T}"/> instance has been disposed.
/// </exception>
public IList<T> Values
{
get
{
if (!m_trackAllValues)
{
throw new InvalidOperationException("Values stored by all threads are not available because this instance was initialized with the trackAllValues argument set to false in the call to a class constructor.");
}
var list = GetValuesAsList(); // returns null if disposed
if (list == null) throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
return list;
}
}
/// <summary>Gets all of the threads' values in a list.</summary>
private List<T> GetValuesAsList()
{
List<T> valueList = new List<T>();
int id = ~m_idComplement;
if (id == -1)
{
return null;
}
// Walk over the linked list of slots and gather the values associated with this ThreadLocal instance.
for (LinkedSlot linkedSlot = m_linkedSlot.Next; linkedSlot != null; linkedSlot = linkedSlot.Next)
{
// We can safely read linkedSlot.Value. Even if this ThreadLocal has been disposed in the meantime, the LinkedSlot
// objects will never be assigned to another ThreadLocal instance.
valueList.Add(linkedSlot.Value);
}
return valueList;
}
/// <summary>Gets the number of threads that have data in this instance.</summary>
private int ValuesCountForDebugDisplay
{
get
{
int count = 0;
for (LinkedSlot linkedSlot = m_linkedSlot.Next; linkedSlot != null; linkedSlot = linkedSlot.Next)
{
count++;
}
return count;
}
}
/// <summary>
/// Gets whether <see cref="Value"/> is initialized on the current thread.
/// </summary>
/// <exception cref="T:System.ObjectDisposedException">
/// The <see cref="ThreadLocal{T}"/> instance has been disposed.
/// </exception>
public bool IsValueCreated
{
get
{
int id = ~m_idComplement;
if (id < 0)
{
throw new ObjectDisposedException("The ThreadLocal<T> instance has been disposed.");
}
LinkedSlotVolatile[] slotArray = ts_slotArray;
return slotArray != null && id < slotArray.Length && slotArray[id].Value != null;
}
}
/// <summary>Gets the value of the ThreadLocal&lt;T&gt; for debugging display purposes. It takes care of getting
/// the value for the current thread in the ThreadLocal mode.</summary>
internal T ValueForDebugDisplay
{
get
{
LinkedSlotVolatile[] slotArray = ts_slotArray;
int id = ~m_idComplement;
LinkedSlot slot;
if (slotArray == null || id >= slotArray.Length || (slot = slotArray[id].Value) == null || !m_initialized)
return default(T);
return slot.Value;
}
}
/// <summary>Gets the values of all threads that accessed the ThreadLocal&lt;T&gt;.</summary>
internal List<T> ValuesForDebugDisplay // same as Values property, but doesn't throw if disposed
{
get { return GetValuesAsList(); }
}
/// <summary>
/// Resizes a table to a certain length (or larger).
/// </summary>
private void GrowTable(ref LinkedSlotVolatile[] table, int minLength)
{
// Determine the size of the new table and allocate it.
int newLen = GetNewTableSize(minLength);
LinkedSlotVolatile[] newTable = new LinkedSlotVolatile[newLen];
//
// The lock is necessary to avoid a race with ThreadLocal.Dispose. GrowTable has to point all
// LinkedSlot instances referenced in the old table to reference the new table. Without locking,
// Dispose could use a stale SlotArray reference and clear out a slot in the old array only, while
// the value continues to be referenced from the new (larger) array.
//
lock (s_idManager)
{
for (int i = 0; i < table.Length; i++)
{
LinkedSlot linkedSlot = table[i].Value;
if (linkedSlot != null && linkedSlot.SlotArray != null)
{
linkedSlot.SlotArray = newTable;
newTable[i] = table[i];
}
}
}
table = newTable;
}
/// <summary>
/// Chooses the next larger table size
/// </summary>
private static int GetNewTableSize(int minSize)
{
if ((uint)minSize > MaxArrayLength)
{
// Intentionally return a value that will result in an OutOfMemoryException
return int.MaxValue;
}
//
// Round up the size to the next power of 2
//
// The algorithm takes three steps:
// input -> subtract one -> propagate 1-bits to the right -> add one
//
// Let's take a look at the 3 steps in both interesting cases: where the input
// is (Example 1) and isn't (Example 2) a power of 2.
//
// Example 1: 100000 -> 011111 -> 011111 -> 100000
// Example 2: 011010 -> 011001 -> 011111 -> 100000
//
int newSize = minSize;
// Step 1: Decrement
newSize--;
// Step 2: Propagate 1-bits to the right.
newSize |= newSize >> 1;
newSize |= newSize >> 2;
newSize |= newSize >> 4;
newSize |= newSize >> 8;
newSize |= newSize >> 16;
// Step 3: Increment
newSize++;
// Don't set newSize to more than Array.MaxArrayLength
if ((uint)newSize > MaxArrayLength)
{
newSize = MaxArrayLength;
}
return newSize;
}
/// <summary>
/// A wrapper struct used as LinkedSlotVolatile[] - an array of LinkedSlot instances, but with volatile semantics
/// on array accesses.
/// </summary>
private struct LinkedSlotVolatile
{
internal volatile LinkedSlot Value;
}
/// <summary>
/// A node in the doubly-linked list stored in the ThreadLocal instance.
///
/// The value is stored in one of two places:
///
/// 1. If SlotArray is not null, the value is in SlotArray.Table[id]
/// 2. If SlotArray is null, the value is in FinalValue.
/// </summary>
private sealed class LinkedSlot
{
internal LinkedSlot(LinkedSlotVolatile[] slotArray)
{
SlotArray = slotArray;
}
// The next LinkedSlot for this ThreadLocal<> instance
internal volatile LinkedSlot Next;
// The previous LinkedSlot for this ThreadLocal<> instance
internal volatile LinkedSlot Previous;
// The SlotArray that stores this LinkedSlot at SlotArray.Table[id].
internal volatile LinkedSlotVolatile[] SlotArray;
// The value for this slot.
internal T Value;
}
/// <summary>
/// A manager class that assigns IDs to ThreadLocal instances
/// </summary>
private class IdManager
{
// The next ID to try
private int m_nextIdToTry = 0;
// Stores whether each ID is free or not. Additionally, the object is also used as a lock for the IdManager.
private List<bool> m_freeIds = new List<bool>();
internal int GetId()
{
lock (m_freeIds)
{
int availableId = m_nextIdToTry;
while (availableId < m_freeIds.Count)
{
if (m_freeIds[availableId]) { break; }
availableId++;
}
if (availableId == m_freeIds.Count)
{
m_freeIds.Add(false);
}
else
{
m_freeIds[availableId] = false;
}
m_nextIdToTry = availableId + 1;
return availableId;
}
}
// Return an ID to the pool
internal void ReturnId(int id)
{
lock (m_freeIds)
{
m_freeIds[id] = true;
if (id < m_nextIdToTry) m_nextIdToTry = id;
}
}
}
/// <summary>
/// A class that facilitates ThreadLocal cleanup after a thread exits.
///
/// After a thread with an associated thread-local table has exited, the FinalizationHelper
/// is responsible for removing back-references to the table. Since an instance of FinalizationHelper
/// is only referenced from a single thread-local slot, the FinalizationHelper will be GC'd once
/// the thread has exited.
///
/// The FinalizationHelper then locates all LinkedSlot instances with back-references to the table
/// (all those LinkedSlot instances can be found by following references from the table slots) and
/// releases the table so that it can get GC'd.
/// </summary>
private class FinalizationHelper
{
internal LinkedSlotVolatile[] SlotArray;
private bool m_trackAllValues;
internal FinalizationHelper(LinkedSlotVolatile[] slotArray, bool trackAllValues)
{
SlotArray = slotArray;
m_trackAllValues = trackAllValues;
}
~FinalizationHelper()
{
LinkedSlotVolatile[] slotArray = SlotArray;
for (int i = 0; i < slotArray.Length; i++)
{
LinkedSlot linkedSlot = slotArray[i].Value;
if (linkedSlot == null)
{
// This slot in the table is empty
continue;
}
if (m_trackAllValues)
{
// Set the SlotArray field to null to release the slot array.
linkedSlot.SlotArray = null;
}
else
{
// Remove the LinkedSlot from the linked list. Once the FinalizationHelper is done, all back-references to
// the table will be have been removed, and so the table can get GC'd.
lock (s_idManager)
{
if (linkedSlot.Next != null)
{
linkedSlot.Next.Previous = linkedSlot.Previous;
}
// Since the list uses a dummy head node, the Previous reference should never be null.
linkedSlot.Previous.Next = linkedSlot.Next;
}
}
}
}
}
}
/// <summary>A debugger view of the ThreadLocal&lt;T&gt; to surface additional debugging properties and
/// to ensure that the ThreadLocal&lt;T&gt; does not become initialized if it was not already.</summary>
internal sealed class SystemThreading_ThreadLocalDebugView<T>
{
//The ThreadLocal object being viewed.
private readonly ThreadLocal<T> m_tlocal;
/// <summary>Constructs a new debugger view object for the provided ThreadLocal object.</summary>
/// <param name="tlocal">A ThreadLocal object to browse in the debugger.</param>
public SystemThreading_ThreadLocalDebugView(ThreadLocal<T> tlocal)
{
m_tlocal = tlocal;
}
/// <summary>Returns whether the ThreadLocal object is initialized or not.</summary>
public bool IsValueCreated
{
get { return m_tlocal.IsValueCreated; }
}
/// <summary>Returns the value of the ThreadLocal object.</summary>
public T Value
{
get
{
return m_tlocal.ValueForDebugDisplay;
}
}
/// <summary>Return all values for all threads that have accessed this instance.</summary>
public List<T> Values
{
get
{
return m_tlocal.ValuesForDebugDisplay;
}
}
}
}
#endif