daily update on 20240428 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="BlueprintNode.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharpDebug.Logic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace StgSharp.Logic
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{
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public delegate void BlueprintNodeAction(
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in Dictionary<string, BlueprintPipeline> inpput,
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in Dictionary<string, BlueprintPipeline> output);
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public abstract class BlueprintNode:IComparable<BlueprintNode>
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{
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private Blueprint local;
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private BlueprintNodeAction mainOperation;
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private bool levelAvailabel, nativeRequested;
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private Dictionary<string, BlueprintPipeline> inputInterfaces;
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private Dictionary<string, BlueprintPipeline> outputInterface;
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private int level;
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private string name;
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protected BlueprintNode(string name, BlueprintNodeAction operation)
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{
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this.levelAvailabel = false;
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this.name = name;
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mainOperation = operation;
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inputInterfaces = new Dictionary<string, BlueprintPipeline>();
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outputInterface = new Dictionary<string, BlueprintPipeline>();
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}
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internal BlueprintNode(string name, bool isNative)
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{
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this.levelAvailabel = false;
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this.name = name;
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nativeRequested = isNative;
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inputInterfaces = new Dictionary<string, BlueprintPipeline>();
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outputInterface = new Dictionary<string, BlueprintPipeline>();
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}
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public bool IsNative => nativeRequested;
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public int Level
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{
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get
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{
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if (levelAvailabel)
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{
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return level;
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}
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level = 0;
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foreach (var item in inputInterfaces)
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{
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if (level <= item.Value.Level)
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{
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level = item.Value.Level;
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}
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}
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level += 1;
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return level;
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}
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}
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internal Dictionary<string, BlueprintPipeline> InputInterfaces => inputInterfaces;
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internal Dictionary<string, BlueprintPipeline> OutputInterface => outputInterface;
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public void AddAfter(
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BlueprintNode former,
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string formerOutputPortName,
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string thisInputPortName)
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{
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this.levelAvailabel = false;
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BlueprintPipeline pipeline = new BlueprintPipeline(former,this);
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}
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public void Run()
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{
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try
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{
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foreach (var item in inputInterfaces)
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{
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item.Value.WaitForStart();
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}
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mainOperation(in inputInterfaces, in outputInterface);
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}
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catch (Exception)
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{
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throw;
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}
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}
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int IComparable<BlueprintNode>.CompareTo(BlueprintNode other)
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{
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return this.Level.CompareTo(other.Level);
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}
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}//--------------------------------- end of class -----------------------------
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public class BlueprintNodeRunException : Exception
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{
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private Exception realException;
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public BlueprintNodeRunException(string message, Exception ex) : base(message, ex)
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{
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}
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public BlueprintNodeRunException(Exception ex):base("",ex)
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{
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}
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}
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public class BlueprintPipeline
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{
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private BlueprintNode former;
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private BlueprintNode after;
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private BlueprintPipelineArgs args;
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private SemaphoreSlim formerCompleteSemaphore;
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public BlueprintPipeline(BlueprintNode former, BlueprintNode after)
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{
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this.former = former;
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this.after = after;
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formerCompleteSemaphore = new SemaphoreSlim(initialCount: 0, maxCount: 1);
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}
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public BlueprintNode Former => former;
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public BlueprintNode After => after;
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public int Level => former.Level;
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public void CompleteAndWriteData(BlueprintPipelineArgs args)
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{
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formerCompleteSemaphore.Release();
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this.args = args;
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}
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public void WaitForStart()
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{
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formerCompleteSemaphore.Release();
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}
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}
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public abstract class BlueprintPipelineArgs
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{
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}
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}
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