850db0cded
git-svn-id: file:///srv/devel/repo-conversion/nusu@35 d2e56fa2-650e-0410-a79f-9358c0239efd
304 lines
12 KiB
C#
304 lines
12 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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using System.Threading;
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namespace Nuclex.Support.Tracking {
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/// <summary>Helps tracking the progress of one or more progressions</summary>
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/// <remarks>
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/// <para>
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/// This is useful if you want to display a progress bar for multiple
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/// progressions but can not guarantee that no additional progressions
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/// will appear inmidst of execution.
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/// </para>
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/// <para>
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/// This class does not implement the IProgression interface itself in
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/// order to not violate the design principles of progressions which
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/// guarantee that a progression will only finish once (whereas the
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/// progression tracking might finish any number of times).
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/// </para>
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/// </remarks>
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public class ProgressionTracker : IDisposable {
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#region class ProgressionMatcher
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/// <summary>Matches a progression to a fully wrapped one</summary>
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private class ProgressionMatcher {
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/// <summary>
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/// Initializes a new progression matcher that matches against
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/// the specified progression
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/// </summary>
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/// <param name="toMatch">Progression to match against</param>
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public ProgressionMatcher(Progression toMatch) {
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this.toMatch = toMatch;
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}
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/// <summary>
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/// Checks whether the provided progression matches the comparison
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/// progression of the instance
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/// </summary>
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/// <param name="other">Progression to match to the comparison progression</param>
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public bool Matches(ObservedWeightedProgression<Progression> other) {
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return ReferenceEquals(other.WeightedProgression.Progression, this.toMatch);
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}
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/// <summary>Progression this instance compares against</summary>
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private Progression toMatch;
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}
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#endregion // class ProgressionMatcher
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/// <summary>Triggered when the idle state of the tracker changes</summary>
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/// <remarks>
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/// The tracker is idle when no progressions are being tracked in it. If you're
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/// using this class to feed a progress bar, this would be the event to use for
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/// showing or hiding the progress bar. The tracker starts off as idle because,
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/// upon construction, its list of progressions will be empty.
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/// </remarks>
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public event EventHandler<IdleStateEventArgs> AsyncIdleStateChanged;
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/// <summary>Triggered when the total progress has changed</summary>
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public event EventHandler<ProgressUpdateEventArgs> AsyncProgressUpdated;
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/// <summary>Initializes a new progression tracker</summary>
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public ProgressionTracker() {
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this.trackedProgressions = new List<ObservedWeightedProgression<Progression>>();
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this.idle = true;
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this.asyncEndedDelegate =
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new ObservedWeightedProgression<Progression>.ReportDelegate(asyncEnded);
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this.asyncProgressUpdatedDelegate =
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new ObservedWeightedProgression<Progression>.ReportDelegate(asyncProgressUpdated);
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}
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/// <summary>Immediately releases all resources owned by the instance</summary>
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public void Dispose() {
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lock(this.trackedProgressions) {
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for(int index = 0; index < this.trackedProgressions.Count; ++index)
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this.trackedProgressions[index].Dispose();
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this.trackedProgressions.Clear();
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this.trackedProgressions = null;
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} // lock
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}
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/// <summary>Begins tracking the specified progression</summary>
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/// <param name="progression">Progression to be tracked</param>
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public void Track(Progression progression) {
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Track(progression, 1.0f);
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}
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/// <summary>Begins tracking the specified progression</summary>
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/// <param name="progression">Progression to be tracked</param>
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/// <param name="weight">Weight to assign to this progression</param>
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public void Track(Progression progression, float weight) {
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// Add the new progression into the tracking list. This has to be done
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// inside a lock to prevent issues with the progressUpdate callback, which could
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// access the totalWeight field before it has been updated to reflect the
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// new progression added to the collection.
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lock(this.trackedProgressions) {
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this.trackedProgressions.Add(
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new ObservedWeightedProgression<Progression>(
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new WeightedProgression<Progression>(progression, weight),
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this.asyncProgressUpdatedDelegate,
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this.asyncEndedDelegate
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)
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);
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// This can be done after we registered the wrapper to our delegates because
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// any incoming progress updates will be stopped from the danger of a
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// division-by-zero from the potentially still zeroed totalWeight by the lock.
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this.totalWeight += weight;
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// If this is the first progression to be added to the list, tell our
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// owner that we're idle no longer!
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if(this.trackedProgressions.Count == 1)
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OnAsyncIdleStateChanged(false);
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} // lock
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// All done, the total progress is different now, so force a recalculation and
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// send out the AsyncProgressUpdated event.
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recalculateProgress();
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}
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/// <summary>Stops tracking the specified progression</summary>
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/// <param name="progression">Progression to stop tracking of</param>
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public void Untrack(Progression progression) {
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lock(this.trackedProgressions) {
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// Locate the object to be untracked in our collection
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int removeIndex = this.trackedProgressions.FindIndex(
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new Predicate<ObservedWeightedProgression<Progression>>(
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new ProgressionMatcher(progression).Matches
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)
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);
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if(removeIndex == -1)
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throw new InvalidOperationException("Item is not being tracked");
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// Remove and dispose the progression the user wants to untrack
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{
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ObservedWeightedProgression<Progression> wrappedProgression =
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this.trackedProgressions[removeIndex];
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this.trackedProgressions.RemoveAt(removeIndex);
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wrappedProgression.Dispose();
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}
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// If the list is empty, then we're back in the idle state
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if(this.trackedProgressions.Count == 0) {
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this.totalWeight = 0.0f;
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// Report that we're idle now!
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OnAsyncIdleStateChanged(true);
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} else {
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// Rebuild the total weight from scratch. Subtracting the removed progression's
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// weight would work, too, but might accumulate rounding errors making the sum
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// drift slowly away from the actual value.
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this.totalWeight = 0.0f;
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for(int index = 0; index < this.trackedProgressions.Count; ++index)
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this.totalWeight += this.trackedProgressions[index].WeightedProgression.Weight;
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}
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} // lock
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}
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/// <summary>Whether the tracker is currently idle</summary>
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public bool Idle {
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get { return this.idle; }
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}
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/// <summary>Current summed progress of the tracked progressions</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>Fires the AsyncIdleStateChanged event</summary>
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/// <param name="idle">New idle state to report</param>
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protected virtual void OnAsyncIdleStateChanged(bool idle) {
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this.idle = idle;
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EventHandler<IdleStateEventArgs> copy = AsyncIdleStateChanged;
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if(copy != null)
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copy(this, new IdleStateEventArgs(idle));
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}
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/// <summary>Fires the AsyncProgressUpdated event</summary>
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/// <param name="progress">New progress to report</param>
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protected virtual void OnAsyncProgressUpdated(float progress) {
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this.progress = progress;
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EventHandler<ProgressUpdateEventArgs> copy = AsyncProgressUpdated;
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if(copy != null)
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copy(this, new ProgressUpdateEventArgs(progress));
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}
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/// <summary>Recalculates the total progress of the tracker</summary>
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private void recalculateProgress() {
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float totalProgress = 0.0f;
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// Lock the progression to avoid trouble when someone tries to remove one
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// of our tracked progressions while we're just processing a progress update
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lock(this.trackedProgressions) {
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// This is a safety measure. In theory, even after all progressions have
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// ended and collection of tracked progressions is cleared, a waiting
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// thread might deliver another progress update causing this method to
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// be entered. In this case, the right thing is to do nothing at all.
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if(this.totalWeight == 0.0f)
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return;
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// Sum up the total progress
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for(int index = 0; index < this.trackedProgressions.Count; ++index) {
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float weight = this.trackedProgressions[index].WeightedProgression.Weight;
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totalProgress += this.trackedProgressions[index].Progress * weight;
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}
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// This also needs to be in the lock to guarantee that the totalWeight is
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// the one for the number of progressions we just summed -- by design,
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// the total weight always has to be updated at the same time as the collection.
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totalProgress /= this.totalWeight;
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}
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// Finally, trigger the event
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OnAsyncProgressUpdated(totalProgress);
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}
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/// <summary>Called when one of the tracked progressions has ended</summary>
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private void asyncEnded() {
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lock(this.trackedProgressions) {
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// If any progressions in the list are still going, keep the entire list.
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// This behavior is intentional in order to prevent the tracker's progress from
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// jumping back repeatedly when multiple tracked progressions come to an end.
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for(int index = 0; index < this.trackedProgressions.Count; ++index)
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if(!this.trackedProgressions[index].WeightedProgression.Progression.Ended)
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return;
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// All progressions have finished, get rid of the wrappers and disconnect
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// their events.
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for(int index = 0; index < this.trackedProgressions.Count; ++index)
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this.trackedProgressions[index].Dispose();
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this.trackedProgressions.Clear();
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this.totalWeight = 0.0f;
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// Notify our owner that we're idle now.
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OnAsyncIdleStateChanged(true);
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}
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}
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/// <summary>Called when one of the tracked progression has achieved progress</summary>
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private void asyncProgressUpdated() {
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recalculateProgress();
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}
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/// <summary>Total weight of all progressions being tracked</summary>
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private volatile float totalWeight;
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/// <summary>Progressions being tracked by this tracker</summary>
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private List<ObservedWeightedProgression<Progression>> trackedProgressions;
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/// <summary>Delegate for the asyncEnded() method</summary>
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private ObservedWeightedProgression<Progression>.ReportDelegate asyncEndedDelegate;
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/// <summary>Delegate for the asyncProgressUpdated() method</summary>
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private ObservedWeightedProgression<Progression>.ReportDelegate asyncProgressUpdatedDelegate;
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/// <summary>Whether the tracker is currently idle</summary>
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private bool idle;
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/// <summary>Current summed progress of the tracked progressions</summary>
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private float progress;
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}
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} // namespace Nuclex.Support.Tracking
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