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    <p>There doesn't seem to be an elegant way to do this in .NET, although I have improved the algorithm thanks to @RobV's suggestion of a loop. Here is the final solution I settled on.</p> <p>It is immune to the 'orphaned reference' bug that seems to be typical of the standard pattern followed by @Steven's answer.</p> <pre><code>using System; using System.Collections.Generic; using System.Text; using System.Threading; namespace ImageResizer.Plugins.DiskCache { public delegate void LockCallback(); /// &lt;summary&gt; /// Provides locking based on a string key. /// Locks are local to the LockProvider instance. /// The class handles disposing of unused locks. Generally used for /// coordinating writes to files (of which there can be millions). /// Only keeps key/lock pairs in memory which are in use. /// Thread-safe. /// &lt;/summary&gt; public class LockProvider { /// &lt;summary&gt; /// The only objects in this collection should be for open files. /// &lt;/summary&gt; protected Dictionary&lt;String, Object&gt; locks = new Dictionary&lt;string, object&gt;(StringComparer.Ordinal); /// &lt;summary&gt; /// Synchronization object for modifications to the 'locks' dictionary /// &lt;/summary&gt; protected object createLock = new object(); /// &lt;summary&gt; /// Attempts to execute the 'success' callback inside a lock based on 'key'. If successful, returns true. /// If the lock cannot be acquired within 'timoutMs', returns false /// In a worst-case scenario, it could take up to twice as long as 'timeoutMs' to return false. /// &lt;/summary&gt; /// &lt;param name="key"&gt;&lt;/param&gt; /// &lt;param name="success"&gt;&lt;/param&gt; /// &lt;param name="failure"&gt;&lt;/param&gt; /// &lt;param name="timeoutMs"&gt;&lt;/param&gt; public bool TryExecute(string key, int timeoutMs, LockCallback success){ //Record when we started. We don't want an infinite loop. DateTime startedAt = DateTime.UtcNow; // Tracks whether the lock acquired is still correct bool validLock = true; // The lock corresponding to 'key' object itemLock = null; try { //We have to loop until we get a valid lock and it stays valid until we lock it. do { // 1) Creation/aquire phase lock (createLock) { // We have to lock on dictionary writes, since otherwise // two locks for the same file could be created and assigned // at the same time. (i.e, between TryGetValue and the assignment) if (!locks.TryGetValue(key, out itemLock)) locks[key] = itemLock = new Object(); //make a new lock! } // Loophole (part 1): // Right here - this is where another thread (executing part 2) could remove 'itemLock' // from the dictionary, and potentially, yet another thread could // insert a new value for 'itemLock' into the dictionary... etc, etc.. // 2) Execute phase if (System.Threading.Monitor.TryEnter(itemLock, timeoutMs)) { try { // May take minutes to acquire this lock. // Trying to detect an occurence of loophole above // Check that itemLock still exists and matches the dictionary lock (createLock) { object newLock = null; validLock = locks.TryGetValue(key, out newLock); validLock = validLock &amp;&amp; newLock == itemLock; } // Only run the callback if the lock is valid if (validLock) { success(); // Extremely long-running callback, perhaps throwing exceptions return true; } } finally { System.Threading.Monitor.Exit(itemLock);//release lock } } else { validLock = false; //So the finally clause doesn't try to clean up the lock, someone else will do that. return false; //Someone else had the lock, they can clean it up. } //Are we out of time, still having an invalid lock? if (!validLock &amp;&amp; Math.Abs(DateTime.UtcNow.Subtract(startedAt).TotalMilliseconds) &gt; timeoutMs) { //We failed to get a valid lock in time. return false; } // If we had an invalid lock, we have to try everything over again. } while (!validLock); } finally { if (validLock) { // Loophole (part 2). When loophole part 1 and 2 cross paths, // An lock object may be removed before being used, and be orphaned // 3) Cleanup phase - Attempt cleanup of lock objects so we don't // have a *very* large and slow dictionary. lock (createLock) { // TryEnter() fails instead of waiting. // A normal lock would cause a deadlock with phase 2. // Specifying a timeout would add great and pointless overhead. // Whoever has the lock will clean it up also. if (System.Threading.Monitor.TryEnter(itemLock)) { try { // It succeeds, so no-one else is working on it // (but may be preparing to, see loophole) // Only remove the lock object if it // still exists in the dictionary as-is object existingLock = null; if (locks.TryGetValue(key, out existingLock) &amp;&amp; existingLock == itemLock) locks.Remove(key); } finally { // Remove the lock System.Threading.Monitor.Exit(itemLock); } } } } } // Ideally the only objects in 'locks' will be open operations now. return true; } } } </code></pre> <p>Consuming this code is very simple:</p> <pre><code>LockProvider p = new LockProvider(); bool success = p.TryExecute("filename",1000,delegate(){ //This code executes within the lock }); </code></pre>
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