301 lines
9.9 KiB
C#
301 lines
9.9 KiB
C#
using System;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace Swan.Threading {
|
|
/// <summary>
|
|
/// Provides a base implementation for application workers.
|
|
/// </summary>
|
|
/// <seealso cref="IWorker" />
|
|
public abstract class TimerWorkerBase : WorkerBase {
|
|
private readonly Object _syncLock = new Object();
|
|
private readonly Timer _timer;
|
|
private Boolean _isTimerAlive = true;
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="TimerWorkerBase"/> class.
|
|
/// </summary>
|
|
/// <param name="name">The name.</param>
|
|
/// <param name="period">The execution interval.</param>
|
|
protected TimerWorkerBase(String name, TimeSpan period) : base(name, period) =>
|
|
// Instantiate the timer that will be used to schedule cycles
|
|
this._timer = new Timer(this.ExecuteTimerCallback, this, Timeout.Infinite, Timeout.Infinite);
|
|
|
|
/// <inheritdoc />
|
|
public override Task<WorkerState> StartAsync() {
|
|
lock(this._syncLock) {
|
|
if(this.WorkerState == WorkerState.Paused || this.WorkerState == WorkerState.Waiting) {
|
|
return this.ResumeAsync();
|
|
}
|
|
|
|
if(this.WorkerState != WorkerState.Created) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
if(this.IsStopRequested) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
Task<WorkerState> task = this.QueueStateChange(StateChangeRequest.Start);
|
|
this.Interrupt();
|
|
return task;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override Task<WorkerState> PauseAsync() {
|
|
lock(this._syncLock) {
|
|
if(this.WorkerState != WorkerState.Running && this.WorkerState != WorkerState.Waiting) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
if(this.IsStopRequested) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
Task<WorkerState> task = this.QueueStateChange(StateChangeRequest.Pause);
|
|
this.Interrupt();
|
|
return task;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override Task<WorkerState> ResumeAsync() {
|
|
lock(this._syncLock) {
|
|
if(this.WorkerState == WorkerState.Created) {
|
|
return this.StartAsync();
|
|
}
|
|
|
|
if(this.WorkerState != WorkerState.Paused && this.WorkerState != WorkerState.Waiting) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
if(this.IsStopRequested) {
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
Task<WorkerState> task = this.QueueStateChange(StateChangeRequest.Resume);
|
|
this.Interrupt();
|
|
return task;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override Task<WorkerState> StopAsync() {
|
|
lock(this._syncLock) {
|
|
if(this.WorkerState == WorkerState.Stopped || this.WorkerState == WorkerState.Created) {
|
|
this.WorkerState = WorkerState.Stopped;
|
|
return Task.FromResult(this.WorkerState);
|
|
}
|
|
|
|
Task<WorkerState> task = this.QueueStateChange(StateChangeRequest.Stop);
|
|
this.Interrupt();
|
|
return task;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedules a new cycle for execution. The delay is given in
|
|
/// milliseconds. Passing a delay of 0 means a new cycle should be executed
|
|
/// immediately.
|
|
/// </summary>
|
|
/// <param name="delay">The delay.</param>
|
|
protected void ScheduleCycle(Int32 delay) {
|
|
lock(this._syncLock) {
|
|
if(!this._isTimerAlive) {
|
|
return;
|
|
}
|
|
|
|
_ = this._timer.Change(delay, Timeout.Infinite);
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void Dispose(Boolean disposing) {
|
|
base.Dispose(disposing);
|
|
|
|
lock(this._syncLock) {
|
|
if(!this._isTimerAlive) {
|
|
return;
|
|
}
|
|
|
|
this._isTimerAlive = false;
|
|
this._timer.Dispose();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancels the current token and schedules a new cycle immediately.
|
|
/// </summary>
|
|
private void Interrupt() {
|
|
lock(this._syncLock) {
|
|
if(this.WorkerState == WorkerState.Stopped) {
|
|
return;
|
|
}
|
|
|
|
this.CycleCancellation.Cancel();
|
|
this.ScheduleCycle(0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Executes the worker cycle control logic.
|
|
/// This includes processing state change requests,
|
|
/// the execution of use cycle code,
|
|
/// and the scheduling of new cycles.
|
|
/// </summary>
|
|
private void ExecuteWorkerCycle() {
|
|
this.CycleStopwatch.Restart();
|
|
|
|
lock(this._syncLock) {
|
|
if(this.IsDisposing || this.IsDisposed) {
|
|
this.WorkerState = WorkerState.Stopped;
|
|
|
|
// Cancel any awaiters
|
|
try {
|
|
this.StateChangedEvent.Set();
|
|
} catch { /* Ignore */ }
|
|
|
|
return;
|
|
}
|
|
|
|
// Prevent running another instance of the cycle
|
|
if(this.CycleCompletedEvent.IsSet == false) {
|
|
return;
|
|
}
|
|
|
|
// Lock the cycle and capture relevant state valid for this cycle
|
|
this.CycleCompletedEvent.Reset();
|
|
}
|
|
|
|
CancellationToken interruptToken = this.CycleCancellation.Token;
|
|
WorkerState initialWorkerState = this.WorkerState;
|
|
|
|
// Process the tasks that are awaiting
|
|
if(this.ProcessStateChangeRequests()) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
if(initialWorkerState == WorkerState.Waiting &&
|
|
!interruptToken.IsCancellationRequested) {
|
|
// Mark the state as Running
|
|
this.WorkerState = WorkerState.Running;
|
|
|
|
// Call the execution logic
|
|
this.ExecuteCycleLogic(interruptToken);
|
|
}
|
|
} catch(Exception ex) {
|
|
this.OnCycleException(ex);
|
|
} finally {
|
|
// Update the state
|
|
this.WorkerState = initialWorkerState == WorkerState.Paused
|
|
? WorkerState.Paused
|
|
: WorkerState.Waiting;
|
|
|
|
lock(this._syncLock) {
|
|
// Signal the cycle has been completed so new cycles can be executed
|
|
this.CycleCompletedEvent.Set();
|
|
|
|
// Schedule a new cycle
|
|
this.ScheduleCycle(!interruptToken.IsCancellationRequested
|
|
? this.ComputeCycleDelay(initialWorkerState)
|
|
: 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents the callback that is executed when the <see cref="_timer"/> ticks.
|
|
/// </summary>
|
|
/// <param name="state">The state -- this contains the worker.</param>
|
|
private void ExecuteTimerCallback(Object state) => this.ExecuteWorkerCycle();
|
|
|
|
/// <summary>
|
|
/// Queues a transition in worker state for processing. Returns a task that can be awaited
|
|
/// when the operation completes.
|
|
/// </summary>
|
|
/// <param name="request">The request.</param>
|
|
/// <returns>The awaitable task.</returns>
|
|
private Task<WorkerState> QueueStateChange(StateChangeRequest request) {
|
|
lock(this._syncLock) {
|
|
if(this.StateChangeTask != null) {
|
|
return this.StateChangeTask;
|
|
}
|
|
|
|
Task<WorkerState> waitingTask = new Task<WorkerState>(() => {
|
|
this.StateChangedEvent.Wait();
|
|
lock(this._syncLock) {
|
|
this.StateChangeTask = null;
|
|
return this.WorkerState;
|
|
}
|
|
});
|
|
|
|
this.StateChangeTask = waitingTask;
|
|
this.StateChangedEvent.Reset();
|
|
this.StateChangeRequests[request] = true;
|
|
waitingTask.Start();
|
|
this.CycleCancellation.Cancel();
|
|
|
|
return waitingTask;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes the state change queue by checking pending events and scheduling
|
|
/// cycle execution accordingly. The <see cref="WorkerState"/> is also updated.
|
|
/// </summary>
|
|
/// <returns>Returns <c>true</c> if the execution should be terminated. <c>false</c> otherwise.</returns>
|
|
private Boolean ProcessStateChangeRequests() {
|
|
lock(this._syncLock) {
|
|
WorkerState currentState = this.WorkerState;
|
|
Boolean hasRequest = false;
|
|
Int32 schedule = 0;
|
|
|
|
// Update the state according to request priority
|
|
if(this.StateChangeRequests[StateChangeRequest.Stop] || this.IsDisposing || this.IsDisposed) {
|
|
hasRequest = true;
|
|
this.WorkerState = WorkerState.Stopped;
|
|
schedule = this.StateChangeRequests[StateChangeRequest.Stop] ? Timeout.Infinite : 0;
|
|
} else if(this.StateChangeRequests[StateChangeRequest.Pause]) {
|
|
hasRequest = true;
|
|
this.WorkerState = WorkerState.Paused;
|
|
schedule = Timeout.Infinite;
|
|
} else if(this.StateChangeRequests[StateChangeRequest.Start] || this.StateChangeRequests[StateChangeRequest.Resume]) {
|
|
hasRequest = true;
|
|
this.WorkerState = WorkerState.Waiting;
|
|
}
|
|
|
|
// Signals all state changes to continue
|
|
// as a command has been handled.
|
|
if(hasRequest) {
|
|
this.ClearStateChangeRequests(schedule, currentState, this.WorkerState);
|
|
}
|
|
|
|
return hasRequest;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals all state change requests to set.
|
|
/// </summary>
|
|
/// <param name="schedule">The cycle schedule.</param>
|
|
/// <param name="oldState">The previous worker state.</param>
|
|
/// <param name="newState">The new worker state.</param>
|
|
private void ClearStateChangeRequests(Int32 schedule, WorkerState oldState, WorkerState newState) {
|
|
lock(this._syncLock) {
|
|
// Mark all events as completed
|
|
this.StateChangeRequests[StateChangeRequest.Start] = false;
|
|
this.StateChangeRequests[StateChangeRequest.Pause] = false;
|
|
this.StateChangeRequests[StateChangeRequest.Resume] = false;
|
|
this.StateChangeRequests[StateChangeRequest.Stop] = false;
|
|
|
|
this.StateChangedEvent.Set();
|
|
this.CycleCompletedEvent.Set();
|
|
this.OnStateChangeProcessed(oldState, newState);
|
|
this.ScheduleCycle(schedule);
|
|
}
|
|
}
|
|
}
|
|
}
|