99312edc17
git-svn-id: file:///srv/devel/repo-conversion/nusu@46 d2e56fa2-650e-0410-a79f-9358c0239efd
154 lines
5.7 KiB
C#
154 lines
5.7 KiB
C#
#region CPL License
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/*
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Nuclex Framework
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Copyright (C) 2002-2007 Nuclex Development Labs
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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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using System;
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using System.Collections.Generic;
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namespace Nuclex.Support.Tracking {
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/// <summary>Progression being observed by another class</summary>
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/// <typeparam name="ProgressionType">
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/// Type of the progression that is being observed
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/// </typeparam>
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internal class ObservedWeightedProgression<ProgressionType> : IDisposable
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where ProgressionType : Progression {
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/// <summary>Delegate for reporting progress updates</summary>
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public delegate void ReportDelegate();
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/// <summary>Initializes a new observed progression</summary>
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/// <param name="weightedProgression">Weighted progression being observed</param>
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/// <param name="progressUpdateCallback">
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/// Callback to invoke when the progression's progress changes
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/// </param>
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/// <param name="endedCallback">
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/// Callback to invoke when the progression has ended
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/// </param>
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internal ObservedWeightedProgression(
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WeightedProgression<ProgressionType> weightedProgression,
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ReportDelegate progressUpdateCallback,
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ReportDelegate endedCallback
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) {
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this.weightedProgression = weightedProgression;
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if(weightedProgression.Progression.Ended) {
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this.progress = 1.0f;
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} else {
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this.endedCallback = endedCallback;
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this.progressUpdateCallback = progressUpdateCallback;
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this.weightedProgression.Progression.AsyncEnded +=
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new EventHandler(asyncEnded);
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this.weightedProgression.Progression.AsyncProgressUpdated +=
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new EventHandler<ProgressUpdateEventArgs>(asyncProgressUpdated);
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}
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}
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/// <summary>Immediately releases all resources owned by the object</summary>
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public void Dispose() {
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asyncDisconnectEvents();
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}
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/// <summary>Weighted progression being observed</summary>
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public WeightedProgression<ProgressionType> WeightedProgression {
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get { return this.weightedProgression; }
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}
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/// <summary>Amount of progress this progression has achieved so far</summary>
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public float Progress {
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get { return this.progress; }
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}
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/// <summary>Called when the observed progression has ended</summary>
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/// <param name="sender">Progression that has ended</param>
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/// <param name="e">Not used</param>
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private void asyncEnded(object sender, EventArgs e) {
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ReportDelegate endedCallback = this.endedCallback;
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ReportDelegate progressUpdateCallback = this.progressUpdateCallback;
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asyncDisconnectEvents(); // We don't need those anymore!
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// If the progress hasn't reached 1.0 yet, make a fake report so that even
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// when a progression doesn't report any progress at all, the set or queue
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// owning us will have a percentage of progressions completed.
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//
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// There is the possibility of a race condition here, as a final progress
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// report could have been generated by a thread running the progression
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// that was preempted by this thread. This would cause the progress to
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// jump to 1.0 and then back to whatever the waiting thread will report.
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if(this.progress != 1.0f) {
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this.progress = 1.0f;
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progressUpdateCallback();
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}
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endedCallback();
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}
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/// <summary>Called when the progress of the observed progression changes</summary>
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/// <param name="sender">Progression whose progress has changed</param>
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/// <param name="e">Contains the updated progress</param>
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private void asyncProgressUpdated(object sender, ProgressUpdateEventArgs e) {
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this.progress = e.Progress;
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this.progressUpdateCallback();
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}
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/// <summary>Unsubscribes from all events of the observed progression</summary>
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private void asyncDisconnectEvents() {
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// Make use of the double check locking idiom to avoid the costly lock when
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// the events have already been unsubscribed
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if(this.endedCallback != null) {
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// This is an internal class with special knowledge that there
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// is no risk of deadlock involved, so we don't need a fancy syncRoot!
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lock(this) {
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if(this.endedCallback != null) {
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this.weightedProgression.Progression.AsyncEnded -=
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new EventHandler(asyncEnded);
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this.weightedProgression.Progression.AsyncProgressUpdated -=
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new EventHandler<ProgressUpdateEventArgs>(asyncProgressUpdated);
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this.endedCallback = null;
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this.progressUpdateCallback = null;
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}
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}
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} // endedCallback != null
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}
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/// <summary>The weighted progression that is being observed</summary>
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private WeightedProgression<ProgressionType> weightedProgression;
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/// <summary>Callback to invoke when the progress updates</summary>
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private volatile ReportDelegate progressUpdateCallback;
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/// <summary>Callback to invoke when the progression ends</summary>
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private volatile ReportDelegate endedCallback;
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/// <summary>Progress achieved so far</summary>
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private volatile float progress;
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}
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} // namespace Nuclex.Support.Tracking
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