2007-05-11 21:15:35 +00:00
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#region CPL License
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/*
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Nuclex Framework
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2008-01-07 18:04:02 +00:00
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Copyright (C) 2002-2008 Nuclex Development Labs
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2007-05-11 21:15:35 +00:00
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This library is free software; you can redistribute it and/or
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modify it under the terms of the IBM Common Public License as
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published by the IBM Corporation; either version 1.0 of the
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License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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IBM Common Public License for more details.
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You should have received a copy of the IBM Common Public
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License along with this library
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*/
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#endregion
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2007-07-24 20:15:19 +00:00
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2007-04-16 17:18:16 +00:00
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using System;
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using System.Threading;
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namespace Nuclex.Support.Tracking {
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2008-03-26 21:03:49 +00:00
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/// <summary>Base class for actions on which that give an indication of their progress</summary>
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2007-04-16 17:18:16 +00:00
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/// <remarks>
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/// <para>
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/// By encapsulating long-running operations which will ideally be running in
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2008-03-26 21:03:49 +00:00
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/// a background thread in a class that's derived from <see cref="Waitable" />
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/// you can wait for the completion of the operation and optionally even receive
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/// feedback on the achieved progress. This is useful for displaying a progress
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/// bar, loading screen or some other means of entertaining the user while he
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/// waits for the task to complete.
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/// </para>
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/// <para>
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/// You can register callbacks which will be fired once the <see cref="Waitable" />
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/// task has completed. This class deliberately does not provide an Execute()
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/// method or anything similar to clearly seperate the initiation of an operation
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/// from just monitoring it. By omitting an Execute() method, it also becomes
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/// possible to construct a progression just-in-time when it is explicitely being
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/// asked for.
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2007-04-16 17:18:16 +00:00
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/// </para>
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/// </remarks>
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public abstract class Waitable {
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#region class EndedDummyProgression
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/// <summary>Dummy progression which always is in the 'ended' state</summary>
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private class EndedDummyWaitable : Waitable {
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/// <summary>Initializes a new ended dummy progression</summary>
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public EndedDummyWaitable() {
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OnAsyncEnded();
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}
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}
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#endregion // class EndedDummyProgression
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/// <summary>A dummy progression that's always in the 'ended' state</summary>
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/// <remarks>
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/// Useful if an operation is already complete when it's being asked for or
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/// when a progression that's lazily created is accessed after the original
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/// operation has ended already.
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/// </remarks>
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public static readonly Waitable EndedDummy = new EndedDummyWaitable();
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/// <summary>Will be triggered when the progression has ended</summary>
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public event EventHandler AsyncEnded;
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/// <summary>Whether the progression has ended already</summary>
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public bool Ended {
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get { return this.ended; }
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}
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/// <summary>WaitHandle that can be used to wait for the progression to end</summary>
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public WaitHandle WaitHandle {
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get {
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2007-04-16 18:31:59 +00:00
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// The WaitHandle will only be created when someone asks for it!
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// See the Double-Check Locking idiom on why the condition is checked twice
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// (primarily, it avoids an expensive lock when it isn't needed)
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2007-04-19 18:18:34 +00:00
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//
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// We can *not* optimize this lock away since we absolutely must not create
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// two doneEvents -- someone might call .WaitOne() on the first one when only
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2007-09-25 19:37:45 +00:00
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// the second one is referenced by this.doneEvent and thus gets set in the end.
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if(this.doneEvent == null) {
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2007-07-01 19:27:40 +00:00
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lock(this) {
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if(this.doneEvent == null)
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this.doneEvent = new ManualResetEvent(this.ended);
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}
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2007-04-16 17:18:16 +00:00
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}
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return this.doneEvent;
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}
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}
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/// <summary>Fires the AsyncEnded event</summary>
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/// <remarks>
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/// <para>
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/// This event should be fired by the implementing class when its work is completed.
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/// It's of no interest to this class whether the outcome of the process was
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/// successfull or not, the outcome and results of the process taking place both
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/// need to be communicated seperately.
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/// </para>
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/// <para>
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/// Calling this method is mandatory. Implementers need to take care that
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/// the OnAsyncEnded() method is called on any instance of Progression that's
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/// being created. This method also must not be called more than once.
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/// </para>
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/// </remarks>
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protected virtual void OnAsyncEnded() {
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2007-04-20 18:04:19 +00:00
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// Make sure the progression is not ended more than once. By guaranteeing that
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// a progression can only be ended once, we allow users of this class to
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// skip some safeguards against notifications arriving twice.
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lock(this) {
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2007-07-01 19:27:40 +00:00
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// No double lock here, this is an exception that indicates an implementation
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// error that will not be triggered under normal circumstances. We don't want
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// to waste any effort optimizing the speed at which an implementation fault
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// will be noticed.
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if(this.ended)
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throw new InvalidOperationException("The progression has already been ended");
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2007-04-20 18:04:19 +00:00
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this.ended = true;
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}
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2007-04-16 17:18:16 +00:00
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2007-04-19 18:18:34 +00:00
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// Doesn't need a lock. If another thread wins the race and creates the event
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// after we just saw it being null, it would be created in an already set
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// state due to the ended flag (see above) being set to true beforehand!
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if(this.doneEvent != null)
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this.doneEvent.Set();
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2007-04-19 18:18:34 +00:00
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// Finally, fire the AsyncEnded event
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2007-04-16 17:18:16 +00:00
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EventHandler copy = AsyncEnded;
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if(copy != null)
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copy(this, EventArgs.Empty);
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2007-04-16 17:18:16 +00:00
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}
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/// <summary>Event that will be set when the progression is completed</summary>
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/// <remarks>
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/// This event is will only be created when it is specifically asked for using
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/// the WaitHandle property.
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/// </remarks>
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private volatile ManualResetEvent doneEvent;
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/// <summary>Whether the operation has completed yet</summary>
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private volatile bool ended;
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}
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} // namespace Nuclex.Support.Tracking
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