Nuclex.Support/Source/Tracking/Progression.cs

254 lines
9.7 KiB
C#

#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 {
/// <summary>Base class for actions that give an indication of their progress</summary>
/// <remarks>
/// <para>
/// 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.
/// </para>
/// <para>
/// 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.
/// </para>
/// </remarks>
public abstract class Progression {
#region class EndedDummyProgression
/// <summary>Dummy progression which always is in the 'ended' state</summary>
private class EndedDummyProgression : Progression {
/// <summary>Initializes a new ended dummy progression</summary>
public EndedDummyProgression() {
#if PROGRESSION_STARTABLE
OnAsyncStarted();
#endif
OnAsyncEnded();
}
}
#endregion // class EndedDummyProgression
/// <summary>A dummy progression that's always in the 'ended' state</summary>
/// <remarks>
/// 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.
/// </remarks>
public static readonly Progression EndedDummy = new EndedDummyProgression();
/// <summary>will be triggered to report when progress has been achieved</summary>
public event EventHandler<ProgressUpdateEventArgs> AsyncProgressUpdated;
#if PROGRESSION_STARTABLE
/// <summary>Will be triggered when the progression has ended</summary>
public event EventHandler AsyncStarted;
#endif
/// <summary>Will be triggered when the progression has ended</summary>
public event EventHandler AsyncEnded;
#if PROGRESSION_STARTABLE
/// <summary>True when the progression has been started.</summary>
/// <remarks>
/// This is also true if the progression has been started but is already finished.
/// To find out whether the progression is running just now, use the IsRunning
/// property instead.
/// </remarks>
public bool Started {
get { return this.started; }
}
#endif
/// <summary>Whether the progression has ended already</summary>
public bool Ended {
get { return this.ended; }
}
#if PROGRESSION_STARTABLE
/// <summary>Whether the progression is currently executing.</summary>
/// <remarks>
/// This property is true when the progression is executing right at the time of
/// the call (eg. when it has been started and has not ended yet).
/// </remarks>
public bool IsRunning {
get { return (this.started && !base.Ended); }
}
#endif
/// <summary>WaitHandle that can be used to wait for the progression to end</summary>
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 assigned to 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;
}
}
/// <summary>Fires the progress update event</summary>
/// <param name="progress">Progress to report (ranging from 0.0 to 1.0)</param>
/// <remarks>
/// Informs the observers of this progression about the achieved progress.
/// </remarks>
protected virtual void OnAsyncProgressUpdated(float progress) {
OnAsyncProgressUpdated(new ProgressUpdateEventArgs(progress));
}
/// <summary>Fires the progress update event</summary>
/// <param name="eventArguments">Progress to report (ranging from 0.0 to 1.0)</param>
/// <remarks>
/// 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.
/// </remarks>
protected virtual void OnAsyncProgressUpdated(ProgressUpdateEventArgs eventArguments) {
EventHandler<ProgressUpdateEventArgs> copy = AsyncProgressUpdated;
if(copy != null)
copy(this, eventArguments);
}
#if PROGRESSION_STARTABLE
/// <summary>Fires the AsyncStarted event</summary>
/// <remarks>
/// <para>
/// This event should be fired once when the implementing class begins its
/// work to indicate any observers that the process is now running.
/// </para>
/// <para>
/// Calling this method is mandatory. Care should be taken that it is called
/// exactly once and that it is called before OnAsyncEnded().
/// </para>
/// </remarks>
protected virtual void OnAsyncStarted() {
// Make sure that the progression is not started more than once.
lock(this) {
// No double lock here as it would be an implementation fault if this exception
// should be triggered. There's no sense in sacrificing normal runtime speed
// for improved performance in a case that should never occur in the first place.
if(this.started)
throw new InvalidOperationException("The operation has already been started");
this.started = true;
}
// Fire the AsyncStarted event
EventHandler copy = AsyncStarted;
if(copy != null)
copy(this, EventArgs.Empty);
}
#endif
/// <summary>Fires the AsyncEnded event</summary>
/// <remarks>
/// <para>
/// 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.
/// </para>
/// <para>
/// 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.
/// </para>
/// </remarks>
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);
}
/// <summary>Event that will be set when the progression is completed</summary>
/// <remarks>
/// This event is will only be created when it is specifically asked for using
/// the WaitHandle property.
/// </remarks>
private volatile ManualResetEvent doneEvent;
#if PROGRESSION_STARTABLE
/// <summary>Whether the operation has been started yet</summary>
private volatile bool started;
#endif
/// <summary>Whether the operation has completed yet</summary>
private volatile bool ended;
}
} // namespace Nuclex.Support.Tracking