#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.Collections.Generic; using System.Threading; namespace Nuclex.Support.Tracking { /// Helps tracking the progress of one or more progressions /// /// /// This is useful if you want to display a progress bar for multiple /// progressions but can not guarantee that no additional progressions /// will appear inmidst of execution. /// /// /// This class does not implement the IProgression interface itself in /// order to not violate the design principles of progressions which /// guarantee that a progression will only finish once (whereas the /// progression tracker might 'finish' any number of times). /// /// public class ProgressionTracker : IDisposable { #region class ProgressionMatcher /// Matches a progression to a fully wrapped one private class ProgressionMatcher { /// /// Initializes a new progression matcher that matches against /// the specified progression /// /// Progression to match against public ProgressionMatcher(Waitable toMatch) { this.toMatch = toMatch; } /// /// Checks whether the provided progression matches the comparison /// progression of the instance /// /// Progression to match to the comparison progression public bool Matches(ObservedWeightedProgression other) { return ReferenceEquals(other.WeightedProgression.Progression, this.toMatch); } /// Progression this instance compares against private Waitable toMatch; } #endregion // class ProgressionMatcher /// Triggered when the idle state of the tracker changes /// /// The tracker is idle when no progressions are being tracked in it. If you're /// using this class to feed a progress bar, this would be the event to use for /// showing or hiding the progress bar. The tracker starts off as idle because, /// upon construction, its list of progressions will be empty. /// public event EventHandler AsyncIdleStateChanged; /// Triggered when the total progress has changed public event EventHandler AsyncProgressUpdated; /// Initializes a new progression tracker public ProgressionTracker() { this.trackedProgressions = new List>(); this.idle = true; this.asyncEndedDelegate = new ObservedWeightedProgression.ReportDelegate(asyncEnded); this.asyncProgressUpdatedDelegate = new ObservedWeightedProgression.ReportDelegate(asyncProgressUpdated); } /// Immediately releases all resources owned by the instance public void Dispose() { lock(this.trackedProgressions) { // Get rid of all progression we're tracking. This unsubscribes the // observers from the events of the progressions and stops us from // being kept alive and receiving any further events if some of the // tracked progressions are still executing. for(int index = 0; index < this.trackedProgressions.Count; ++index) this.trackedProgressions[index].Dispose(); // Help the GC a bit by untangling the references :) this.trackedProgressions.Clear(); this.trackedProgressions = null; } // lock } /// Begins tracking the specified progression /// Progression to be tracked public void Track(Waitable progression) { Track(progression, 1.0f); } /// Begins tracking the specified progression /// Progression to be tracked /// Weight to assign to this progression public void Track(Waitable progression, float weight) { // Add the new progression into the tracking list. This has to be done // inside a lock to prevent issues with the progressUpdate callback, which could // access the totalWeight field before it has been updated to reflect the // new progression added to the collection. lock(this.trackedProgressions) { bool wasEmpty = (this.trackedProgressions.Count == 0); // This can be done after we registered the wrapper to our delegates because // any incoming progress updates will be stopped from the danger of a // division-by-zero from the potentially still zeroed totalWeight by the lock. this.totalWeight += weight; if(progression.Ended) { // If the ended progression would become the only progression in the list, // there's no sense in doing anything at all because it would have to be // thrown right out again. Only add the progression when there are other // running progressions to properly sum total progress for consistency. if(!wasEmpty) { // Construct a new observation wrapper. This is done inside the lock // because as soon as we are subscribed to the events, we can potentially // receive them. The lock eliminates the risk of processing a progress update // before the progression has been added to the tracked progressions list. this.trackedProgressions.Add( new ObservedWeightedProgression( new WeightedProgression(progression, weight), this.asyncProgressUpdatedDelegate, this.asyncEndedDelegate ) ); // All done, the total progress is different now, so force a recalculation and // send out the AsyncProgressUpdated event. recalculateProgress(); } } else { // Not ended -- Progression is still running // Construct a new progression observer and add the progression to our // list of tracked progressions. ObservedWeightedProgression observedProgression = new ObservedWeightedProgression( new WeightedProgression(progression, weight), this.asyncProgressUpdatedDelegate, this.asyncEndedDelegate ); this.trackedProgressions.Add(observedProgression); // If this is the first progression to be added to the list, tell our // owner that we're idle no longer! if(wasEmpty) setIdle(false); // All done, the total progress is different now, so force a recalculation and // send out the AsyncProgressUpdated event. recalculateProgress(); // The progression might have ended before we had registered to its AsyncEnded // event, so we have to do this to be on the safe side. This might cause // asyncEnded() to be called twice, but that's not a problem in this // implementation and improves performance and simplicity for the normal path. if(progression.Ended) { asyncEnded(); observedProgression.Dispose(); } } // if progression ended } // lock } /// Stops tracking the specified progression /// Progression to stop tracking of public void Untrack(Waitable progression) { lock(this.trackedProgressions) { // Locate the object to be untracked in our collection int removeIndex = this.trackedProgressions.FindIndex( new Predicate>( new ProgressionMatcher(progression).Matches ) ); if(removeIndex == -1) throw new InvalidOperationException("Item is not being tracked"); // Remove and dispose the progression the user wants to untrack { ObservedWeightedProgression wrappedProgression = this.trackedProgressions[removeIndex]; this.trackedProgressions.RemoveAt(removeIndex); wrappedProgression.Dispose(); } // If the list is empty, then we're back in the idle state if(this.trackedProgressions.Count == 0) { this.totalWeight = 0.0f; // If we entered the idle state with this call, report the state change! setIdle(true); } else { // Rebuild the total weight from scratch. Subtracting the removed progression's // weight would work, too, but we might accumulate rounding errors making the sum // drift slowly away from the actual value. this.totalWeight = 0.0f; for(int index = 0; index < this.trackedProgressions.Count; ++index) this.totalWeight += this.trackedProgressions[index].WeightedProgression.Weight; } } // lock } /// Whether the tracker is currently idle public bool Idle { get { return this.idle; } } /// Current summed progress of the tracked progressions public float Progress { get { return this.progress; } } /// Fires the AsyncIdleStateChanged event /// New idle state to report protected virtual void OnAsyncIdleStateChanged(bool idle) { EventHandler copy = AsyncIdleStateChanged; if(copy != null) copy(this, new IdleStateEventArgs(idle)); } /// Fires the AsyncProgressUpdated event /// New progress to report protected virtual void OnAsyncProgressUpdated(float progress) { EventHandler copy = AsyncProgressUpdated; if(copy != null) copy(this, new ProgressReportEventArgs(progress)); } /// Recalculates the total progress of the tracker private void recalculateProgress() { float totalProgress = 0.0f; // Lock the collection to avoid trouble when someone tries to remove one // of our tracked progressions while we're just doing a progress update lock(this.trackedProgressions) { // This is a safety measure. In theory, even after all progressions have // ended and the collection of tracked progressions is cleared, a waiting // thread might deliver another progress update causing this method to // be entered. In this case, the right thing is to do nothing at all. if(this.totalWeight == 0.0f) return; // Sum up the total progress for(int index = 0; index < this.trackedProgressions.Count; ++index) { float weight = this.trackedProgressions[index].WeightedProgression.Weight; totalProgress += this.trackedProgressions[index].Progress * weight; } // This also needs to be in the lock to guarantee that the totalWeight is // the one for the number of progressions we just summed -- by design, // the total weight always has to be updated at the same time as the collection. totalProgress /= this.totalWeight; // Finally, trigger the event this.progress = totalProgress; OnAsyncProgressUpdated(totalProgress); } // lock } /// Called when one of the tracked progressions has ended private void asyncEnded() { lock(this.trackedProgressions) { // If any progressions in the list are still going, keep the entire list. // This behavior is intentional in order to prevent the tracker's progress from // jumping back repeatedly when multiple tracked progressions come to an end. for(int index = 0; index < this.trackedProgressions.Count; ++index) if(!this.trackedProgressions[index].WeightedProgression.Progression.Ended) return; // All progressions have finished, get rid of the wrappers and make a // fresh start for future progressions to be tracked. No need to call // Dispose() since, as a matter of fact, when the progression this.trackedProgressions.Clear(); this.totalWeight = 0.0f; // Notify our owner that we're idle now. This line is only reached when all // progressions were finished, so it's safe to trigger this here. setIdle(true); } // lock } /// Called when one of the tracked progression has achieved progress private void asyncProgressUpdated() { recalculateProgress(); } /// Changes the idle state /// Whether or not the tracker is currently idle /// /// This method expects to be called during a lock() on trackedProgressions! /// private void setIdle(bool idle) { this.idle = idle; OnAsyncIdleStateChanged(idle); } /// Whether the tracker is currently idle private volatile bool idle; /// Current summed progress of the tracked progressions private volatile float progress; /// Total weight of all progressions being tracked private volatile float totalWeight; /// Progressions being tracked by this tracker private List> trackedProgressions; /// Delegate for the asyncEnded() method private ObservedWeightedProgression.ReportDelegate asyncEndedDelegate; /// Delegate for the asyncProgressUpdated() method private ObservedWeightedProgression.ReportDelegate asyncProgressUpdatedDelegate; } } // namespace Nuclex.Support.Tracking