Fixed documentation of Waitable and Request classes; wrote down some ideas to improve the request framework
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Documents/Request Framework.txt
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68
Documents/Request Framework.txt
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The request framework should not require that .NET multithreading is used for
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asynchronous requests.
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Otherwise, it would prvent overlapped operations, 3rd party APIs (eg. used
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via P/Invoke) from being able to use the request framework and possibly even
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spawn duplicate implementations.
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Design using interfaces:
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interface IWaitable {
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/// <summary>Fired when the background process has finished</summary>
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/// <remarks>
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/// If the process is already finished when a client registers to this event,
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/// the registered callback will be invoked synchronously right when the
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/// registration takes place.
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/// </remarks>
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event EventHandler Finished;
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/// <summary>Waits until the background process finishes</summary>
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void Wait();
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/// <summary>Waits until the background process finishes or a timeout occurs</summary>
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/// <param name="timeoutMilliseconds">
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/// Number of milliseconds after which to stop waiting and return immediately
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/// </param>
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/// <returns>
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/// True if the background process completed, false if the timeout was reached
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/// </returns>
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bool Wait(int timeoutMilliseconds);
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/// <summary>Whether the background process has finished</summary>
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bool Finished { get; }
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}
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interface IThreadedWaitable : IWaitable {
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WaitHandle WaitHandle { get; }
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}
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interface IRequest : IWaitable {
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/// <summary>
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/// Waits for the background process to complete and re-throws the exception to
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/// the caller when an error has occured
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/// </summary>
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void Join();
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}
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interface IRequest<ResultType> : IRequest {
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/// <summary>
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/// Waits for the background process to complete and re-throws the exception to
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/// the caller when an error has occured
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/// </summary>
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/// <returns>The result of the background processing</returns>
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new ResultType Join();
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}
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interface IThreadedRequest : IRequest, IThreadedWaitable { }
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interface IThreadedRequest<ResultType> :
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IRequest<ResultType>, IThreadedRequest, IThreadedWaitable { }
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@ -217,6 +217,7 @@
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</ItemGroup>
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<ItemGroup>
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<Content Include="Documents\Nuclex.Support.txt" />
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<Content Include="Documents\Request Framework.txt" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.Common.targets" />
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@ -70,7 +70,7 @@ namespace Nuclex.Support.Tracking {
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/// <returns>
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/// A failed request that reports the provided exception as cause for its failure
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/// </returns>
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public static Request CreateFailedDummyRequest(Exception exception) {
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public static Request CreateFailedDummy(Exception exception) {
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return new EndedDummyRequest(exception);
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}
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@ -134,7 +134,7 @@ namespace Nuclex.Support.Tracking {
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/// <returns>
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/// A failed request that reports the provided exception as cause for its failure
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/// </returns>
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public static new Request CreateFailedDummyRequest(Exception exception) {
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public static new Request CreateFailedDummy(Exception exception) {
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return new EndedDummyRequest(exception);
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}
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@ -23,9 +23,7 @@ using System.Threading;
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namespace Nuclex.Support.Tracking {
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/// <summary>
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/// Base class for actions on which that give an indication of their progress
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/// </summary>
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/// <summary>Base class for background processes the user can wait on</summary>
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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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/// 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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/// possible to construct a Waitable just-in-time when it is explicitely being
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/// asked for.
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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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#region class EndedDummyWaitable
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/// <summary>Dummy progression which always is in the 'ended' state</summary>
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/// <summary>Dummy waitable 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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/// <summary>Initializes a new ended dummy waitable</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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#endregion // class EndedDummyWaitable
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/// <summary>A dummy progression that's always in the 'ended' state</summary>
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/// <summary>A dummy waitable 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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@ -68,15 +66,15 @@ namespace Nuclex.Support.Tracking {
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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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/// <summary>Will be triggered when the Waitable 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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/// <summary>Whether the Waitable 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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/// <summary>WaitHandle that can be used to wait for the Waitable to end</summary>
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public WaitHandle WaitHandle {
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get {
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@ -87,11 +85,11 @@ namespace Nuclex.Support.Tracking {
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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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// 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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if(this.doneEvent == null) {
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lock (this) {
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lock(this) {
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if (this.doneEvent == null)
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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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// 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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lock(this) {
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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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if(this.ended)
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throw new InvalidOperationException("The progression has already been ended");
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this.ended = true;
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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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if(this.doneEvent != null)
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this.doneEvent.Set();
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// Finally, fire the AsyncEnded event
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EventHandler copy = AsyncEnded;
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if (copy != null)
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if(copy != null)
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copy(this, EventArgs.Empty);
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}
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