daily update on 20240428 by nitload youmu
This commit is contained in:
@@ -44,7 +44,7 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
public abstract partial class Form
|
||||
{
|
||||
private BluePaint renderLogic;
|
||||
private Blueprint renderLogic;
|
||||
|
||||
/// <summary>
|
||||
/// Init this form and render it on screen, and respond with operation
|
||||
|
||||
@@ -0,0 +1,167 @@
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="Blueprint.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp;
|
||||
using StgSharp.Logic;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharpDebug.Logic
|
||||
{
|
||||
public class Blueprint
|
||||
{
|
||||
|
||||
private BlueprintNode beginNode;
|
||||
private Dictionary<string, BlueprintNode> allNode;
|
||||
private Func<bool> terminate;
|
||||
|
||||
private int currentNodeIndex = 0;
|
||||
private List<Task> allThread;
|
||||
private List<BlueprintNode> nativeNodeList;
|
||||
private List<BlueprintNode> nodeList;
|
||||
|
||||
public Blueprint()
|
||||
{
|
||||
allThread = new List<Task>();
|
||||
nodeList = new List<BlueprintNode>();
|
||||
nativeNodeList = new List<BlueprintNode>();
|
||||
terminate = () => false;
|
||||
}
|
||||
|
||||
public bool IsRunning => allThread.Any(t => t.Status == TaskStatus.Running);
|
||||
|
||||
public void Init(int threadCount)
|
||||
{
|
||||
foreach (var item in allNode)
|
||||
{
|
||||
if (item.Value.IsNative)
|
||||
{
|
||||
nativeNodeList.Add(item.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
nodeList.Add(item.Value);
|
||||
}
|
||||
}
|
||||
nativeNodeList.Sort();
|
||||
nodeList.Sort();
|
||||
if (threadCount > nodeList.Count)
|
||||
{
|
||||
InternalIO.InternalWriteLog(
|
||||
"Thread setting error: amount of threads of this blueprint is larger than amount of nodes.", LogType.Warning);
|
||||
threadCount = nodeList.Count;
|
||||
}
|
||||
for (int i = 0; i < threadCount; i++)
|
||||
{
|
||||
allThread.Add(new Task(
|
||||
|
||||
() =>
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
RequestNextNode().Run();
|
||||
}
|
||||
}
|
||||
catch (NodeClearException) { }
|
||||
if (terminate())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Run all nodes in current blueprint once.
|
||||
/// </summary>
|
||||
public void Run()
|
||||
{
|
||||
foreach (var t in allThread)
|
||||
{
|
||||
t.Start();
|
||||
}
|
||||
foreach (var node in nativeNodeList)
|
||||
{
|
||||
node.Run();
|
||||
}
|
||||
Task.WaitAll(allThread.ToArray());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Run all nodes repeatedly until it is instructed to terminate.
|
||||
/// </summary>
|
||||
/// <param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
|
||||
public void RunRepeatedly(Func<bool> terminateInstructor)
|
||||
{
|
||||
terminate = terminateInstructor;
|
||||
foreach (var t in allThread)
|
||||
{
|
||||
t.Start();
|
||||
}
|
||||
foreach (var node in nativeNodeList)
|
||||
{
|
||||
node.Run();
|
||||
}
|
||||
foreach (var node in nativeNodeList)
|
||||
{
|
||||
node.Run();
|
||||
}
|
||||
}
|
||||
|
||||
private BlueprintNode RequestNextNode()
|
||||
{
|
||||
if (currentNodeIndex < nodeList.Count)
|
||||
{
|
||||
BlueprintNode ret = nodeList[currentNodeIndex];
|
||||
Interlocked.Increment(ref currentNodeIndex);
|
||||
return ret;
|
||||
}
|
||||
throw new NodeClearException();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
internal class NodeClearException : Exception
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,186 @@
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="BlueprintNode.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharpDebug.Logic;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Logic
|
||||
{
|
||||
public delegate void BlueprintNodeAction(
|
||||
in Dictionary<string, BlueprintPipeline> inpput,
|
||||
in Dictionary<string, BlueprintPipeline> output);
|
||||
|
||||
public abstract class BlueprintNode:IComparable<BlueprintNode>
|
||||
{
|
||||
|
||||
private Blueprint local;
|
||||
private BlueprintNodeAction mainOperation;
|
||||
|
||||
private bool levelAvailabel, nativeRequested;
|
||||
|
||||
private Dictionary<string, BlueprintPipeline> inputInterfaces;
|
||||
private Dictionary<string, BlueprintPipeline> outputInterface;
|
||||
private int level;
|
||||
private string name;
|
||||
|
||||
protected BlueprintNode(string name, BlueprintNodeAction operation)
|
||||
{
|
||||
this.levelAvailabel = false;
|
||||
this.name = name;
|
||||
mainOperation = operation;
|
||||
inputInterfaces = new Dictionary<string, BlueprintPipeline>();
|
||||
outputInterface = new Dictionary<string, BlueprintPipeline>();
|
||||
}
|
||||
|
||||
internal BlueprintNode(string name, bool isNative)
|
||||
{
|
||||
this.levelAvailabel = false;
|
||||
this.name = name;
|
||||
nativeRequested = isNative;
|
||||
inputInterfaces = new Dictionary<string, BlueprintPipeline>();
|
||||
outputInterface = new Dictionary<string, BlueprintPipeline>();
|
||||
}
|
||||
|
||||
public bool IsNative => nativeRequested;
|
||||
|
||||
public int Level
|
||||
{
|
||||
get
|
||||
{
|
||||
if (levelAvailabel)
|
||||
{
|
||||
return level;
|
||||
}
|
||||
level = 0;
|
||||
foreach (var item in inputInterfaces)
|
||||
{
|
||||
if (level <= item.Value.Level)
|
||||
{
|
||||
level = item.Value.Level;
|
||||
}
|
||||
}
|
||||
level += 1;
|
||||
return level;
|
||||
}
|
||||
}
|
||||
|
||||
internal Dictionary<string, BlueprintPipeline> InputInterfaces => inputInterfaces;
|
||||
internal Dictionary<string, BlueprintPipeline> OutputInterface => outputInterface;
|
||||
|
||||
|
||||
public void AddAfter(
|
||||
BlueprintNode former,
|
||||
string formerOutputPortName,
|
||||
string thisInputPortName)
|
||||
{
|
||||
this.levelAvailabel = false;
|
||||
BlueprintPipeline pipeline = new BlueprintPipeline(former,this);
|
||||
|
||||
}
|
||||
|
||||
public void Run()
|
||||
{
|
||||
try
|
||||
{
|
||||
foreach (var item in inputInterfaces)
|
||||
{
|
||||
item.Value.WaitForStart();
|
||||
}
|
||||
mainOperation(in inputInterfaces, in outputInterface);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
int IComparable<BlueprintNode>.CompareTo(BlueprintNode other)
|
||||
{
|
||||
return this.Level.CompareTo(other.Level);
|
||||
}
|
||||
}//--------------------------------- end of class -----------------------------
|
||||
|
||||
public class BlueprintNodeRunException : Exception
|
||||
{
|
||||
private Exception realException;
|
||||
|
||||
public BlueprintNodeRunException(string message, Exception ex) : base(message, ex)
|
||||
{
|
||||
}
|
||||
|
||||
public BlueprintNodeRunException(Exception ex):base("",ex)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class BlueprintPipeline
|
||||
{
|
||||
|
||||
private BlueprintNode former;
|
||||
private BlueprintNode after;
|
||||
private BlueprintPipelineArgs args;
|
||||
private SemaphoreSlim formerCompleteSemaphore;
|
||||
|
||||
public BlueprintPipeline(BlueprintNode former, BlueprintNode after)
|
||||
{
|
||||
this.former = former;
|
||||
this.after = after;
|
||||
formerCompleteSemaphore = new SemaphoreSlim(initialCount: 0, maxCount: 1);
|
||||
}
|
||||
|
||||
public BlueprintNode Former => former;
|
||||
|
||||
public BlueprintNode After => after;
|
||||
|
||||
public int Level => former.Level;
|
||||
|
||||
public void CompleteAndWriteData(BlueprintPipelineArgs args)
|
||||
{
|
||||
formerCompleteSemaphore.Release();
|
||||
this.args = args;
|
||||
}
|
||||
|
||||
public void WaitForStart()
|
||||
{
|
||||
formerCompleteSemaphore.Release();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public abstract class BlueprintPipelineArgs
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -14,7 +14,7 @@ using System.Reflection;
|
||||
[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharp")]
|
||||
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
||||
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
|
||||
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+f83a130074f9a4a253b83ad3df194f5811b18e95")]
|
||||
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+0e01d99e1e84e75ad10fb2549531cf2a303a1304")]
|
||||
[assembly: System.Reflection.AssemblyProductAttribute("StgSharp")]
|
||||
[assembly: System.Reflection.AssemblyTitleAttribute("StgSharp")]
|
||||
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
||||
|
||||
Reference in New Issue
Block a user