#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2008 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Threading;
namespace Nuclex.Support.Tracking {
/// Base class for actions that give an indication of their progress
///
///
/// By encapsulating long-running operations which will ideally be running in
/// a background thread in a class that's derived from Progression you can wait
/// for the completion of the operation and receive feedback on the achieved
/// progress. This is useful for displaying a progress bar, loading screen or
/// some other means of entertaining the user while he waits for the operation to
/// complete. It is also possible to register callbacks which will be fired once
/// the progression has ended.
///
///
/// This class deliberately does not provide an Execute() method or anything similar
/// to clearly seperate the initiation of an operation from just monitoring it.
/// By omitting an Execute() method, it also becomes possible to construct a
/// progression just-in-time when it is explicitely asked for.
///
///
public abstract class Progression {
#region class EndedDummyProgression
/// Dummy progression which always is in the 'ended' state
private class EndedDummyProgression : Progression {
/// Initializes a new ended dummy progression
public EndedDummyProgression() {
OnAsyncEnded();
}
}
#endregion // class EndedDummyProgression
/// A dummy progression that's always in the 'ended' state
///
/// Useful if an operation is already complete when it's being asked for or
/// when a progression that's lazily created is accessed after the original
/// operation has ended already.
///
public static readonly Progression EndedDummy = new EndedDummyProgression();
/// will be triggered to report when progress has been achieved
public event EventHandler AsyncProgressUpdated;
/// Will be triggered when the progression has ended
public event EventHandler AsyncEnded;
/// Whether the progression has ended already
public bool Ended {
get { return this.ended; }
}
/// WaitHandle that can be used to wait for the progression to end
public WaitHandle WaitHandle {
get {
// The WaitHandle will only be created when someone asks for it!
// See the Double-Check Locking idiom on why the condition is checked twice
// (primarily, it avoids an expensive lock when it isn't needed)
//
// We can *not* optimize this lock away since we absolutely must not create
// two doneEvents -- someone might call .WaitOne() on the first one when only
// the second one is referenced by this.doneEvent and thus gets set in the end.
if(this.doneEvent == null) {
lock(this) {
if(this.doneEvent == null)
this.doneEvent = new ManualResetEvent(this.ended);
}
}
return this.doneEvent;
}
}
/// Fires the progress update event
/// Progress to report (ranging from 0.0 to 1.0)
///
/// Informs the observers of this progression about the achieved progress.
///
protected virtual void OnAsyncProgressUpdated(float progress) {
OnAsyncProgressUpdated(new ProgressUpdateEventArgs(progress));
}
/// Fires the progress update event
/// Progress to report (ranging from 0.0 to 1.0)
///
/// Informs the observers of this progression about the achieved progress.
/// Allows for classes derived from the Progression class to easily provide
/// a custom event arguments class that has been derived from the
/// Progression's ProgressUpdateEventArgs class.
///
protected virtual void OnAsyncProgressUpdated(ProgressUpdateEventArgs eventArguments) {
EventHandler copy = AsyncProgressUpdated;
if(copy != null)
copy(this, eventArguments);
}
/// Fires the AsyncEnded event
///
///
/// This event should be fired by the implementing class when its work is completed.
/// It's of no interest to this class whether the outcome of the process was
/// successfull or not, the outcome and results of the process taking place both
/// need to be communicated seperately.
///
///
/// Calling this method is mandatory. Implementers need to take care that
/// the OnAsyncEnded() method is called on any instance of Progression that's
/// being created. This method also must not be called more than once.
///
///
protected virtual void OnAsyncEnded() {
// Make sure the progression is not ended more than once. By guaranteeing that
// a progression can only be ended once, we allow users of this class to
// skip some safeguards against notifications arriving twice.
lock(this) {
// No double lock here, this is an exception that indicates an implementation
// error that will not be triggered under normal circumstances. We don't want
// to waste any effort optimizing the speed at which an implementation fault
// will be noticed.
if(this.ended)
throw new InvalidOperationException("The progression has already been ended");
this.ended = true;
}
// Doesn't need a lock. If another thread wins the race and creates the event
// after we just saw it being null, it would be created in an already set
// state due to the ended flag (see above) being set to true beforehand!
if(this.doneEvent != null)
this.doneEvent.Set();
// Finally, fire the AsyncEnded event
EventHandler copy = AsyncEnded;
if(copy != null)
copy(this, EventArgs.Empty);
}
/// Event that will be set when the progression is completed
///
/// This event is will only be created when it is specifically asked for using
/// the WaitHandle property.
///
private volatile ManualResetEvent doneEvent;
/// Whether the operation has completed yet
private volatile bool ended;
}
} // namespace Nuclex.Support.Tracking