#region CPL License /* Nuclex Framework Copyright (C) 2002-2007 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 references 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