daily update on 20240501 by nitload youmu, tracking blueprint corupt[D[D[Dr
This commit is contained in:
@@ -0,0 +1,247 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Blueprint.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 StgSharp;
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using StgSharp.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.Linq.Expressions;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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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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using System.Xml.Serialization;
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namespace StgSharp.Logic
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{
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public class Blueprint : IConvertableToBlueprintNode
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{
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private BeginningNode beginNode;
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private Dictionary<string, BlueprintNode> allNode;
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private EndingNode endNode;
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private Func<bool> terminate;
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private int currentNodeIndex = 0;
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private List<Task> allThread;
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private List<BlueprintNode> nativeNodeList;
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private List<BlueprintNode> nodeList;
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public Blueprint()
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{
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allNode = new Dictionary<string, BlueprintNode>();
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allThread = new List<Task>();
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nodeList = new List<BlueprintNode>();
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nativeNodeList = new List<BlueprintNode>();
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terminate = () => true;
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beginNode = new BeginningNode();
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endNode = new EndingNode();
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}
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public BlueprintNode BeginLayer => beginNode;
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public BlueprintNode EndLayer => endNode;
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public bool IsRunning => allThread.Any(t => t.Status == TaskStatus.Running);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public (string name, BlueprintPipelineArgs arg)[] GetOutput()
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{
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return endNode.OutputData;
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}
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public void Init(int threadCount)
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{
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foreach (var item in allNode)
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{
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if (item.Value.IsNative)
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{
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nativeNodeList.Add(item.Value);
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}
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else
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{
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nodeList.Add(item.Value);
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}
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}
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nativeNodeList.Sort();
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nodeList.Sort();
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if (threadCount > nodeList.Count)
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{
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InternalIO.InternalWriteLog(
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"Thread setting error: amount of threads of this blueprint is larger than amount of nodes.", LogType.Warning);
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threadCount = nodeList.Count;
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}
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for (int i = 0; i < threadCount; i++)
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{
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allThread.Add(new Task(
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() =>
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{
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do
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{
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try
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{
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while (true)
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{
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RequestNextNode().Run();
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}
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}
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catch (NodeClearException) { }
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} while (!terminate());
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}
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));
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}
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}
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/// <summary>
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/// Run all nodes repeatedly until it is instructed to terminate.
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/// </summary>
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/// <param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
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public void RunRepeatedly(Func<bool> terminateInstructor)
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{
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if (allThread.Count != 0)
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{
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MultiThreadRun(terminateInstructor);
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return;
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}
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SingleThreadRun(terminateInstructor);
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}
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private void MultiThreadRun(Func<bool> terminateInstructor)
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{
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if (terminate != terminateInstructor)
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{
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terminate = terminateInstructor;
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if (allThread.Count != 0)
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{
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foreach (var t in allThread)
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{
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t.Start();
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}
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}
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}
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beginNode.Run();
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foreach (var node in nativeNodeList)
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{
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node.Run();
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}
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EndLayer.Run();
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}
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private void SingleThreadRun(Func<bool> terminateInstructor)
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{
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foreach (var node in nativeNodeList)
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{
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nodeList.Add(node);
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}
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nodeList.Sort();
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beginNode.Run();
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foreach (var item in nodeList)
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{
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item.Run();
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}
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EndLayer.Run();
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}
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public void AddNativeNode(BlueprintNode node)
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{
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node.IsNative = true;
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allNode.Add(node.Name, node);
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}
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public void AddAsyncNode(BlueprintNode node)
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{
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node.IsNative = false;
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allNode.Add(node.Name, node);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetInput(params (string name, BlueprintPipelineArgs arg)[] parameters)
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{
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beginNode.InputData = parameters;
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}
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private BlueprintNode RequestNextNode()
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{
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if (currentNodeIndex < nodeList.Count)
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{
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BlueprintNode ret = nodeList[currentNodeIndex];
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Interlocked.Increment(ref currentNodeIndex);
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return ret;
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}
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Interlocked.Exchange(ref currentNodeIndex, 0);
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throw new NodeClearException();
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}
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string[] IConvertableToBlueprintNode.InputInterfacesName
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{
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get
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{
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return beginNode.OutputInterfaces.Select(
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p => p.Key).ToArray();
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}
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}
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BlueprintNodeAction IConvertableToBlueprintNode.MainExecution
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{
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get
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{
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return (in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output)
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=>
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{
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beginNode.Run();
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foreach (var node in nativeNodeList)
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{
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node.Run();
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}
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endNode.Run();
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};
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}
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}
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string[] IConvertableToBlueprintNode.OutputInterfacesName
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{
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get
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{
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return beginNode.OutputInterfaces.Select(
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p => p.Key).ToArray();
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}
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}
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}
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internal class NodeClearException : Exception
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{
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}
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}
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@@ -0,0 +1,293 @@
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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
|
||||
// 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.
|
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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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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/// <summary>
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///
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/// </summary>
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/// <risk>
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/// Reset pipeline has risk, this operation is a direct operation to port
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/// in current node, the port on the other node cannot get the change.
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/// </risk>
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public 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 int level;
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private string name;
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protected Dictionary<string, BlueprintPipeline> inputInterfaces;
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protected Dictionary<string, BlueprintPipeline> outputInterfaces;
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internal BlueprintNode(string name,
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BlueprintNodeAction operation, bool isNative,
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string[] inputPorts,
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string[] outputPorts)
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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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mainOperation = operation;
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inputInterfaces = new Dictionary<string, BlueprintPipeline>();
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outputInterfaces = new Dictionary<string, BlueprintPipeline>();
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if (inputPorts.Length * outputPorts.Length == 0)
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{
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throw new Exception();
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}
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foreach (var portName in inputPorts)
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{
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inputInterfaces.Add(portName, null);
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}
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foreach (var portName in outputPorts)
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{
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outputInterfaces.Add(portName, null);
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}
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}
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public BlueprintNode(string name, IConvertableToBlueprintNode convertable)
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{
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this.levelAvailabel = false;
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this.name = name;
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inputInterfaces = new Dictionary<string, BlueprintPipeline>();
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outputInterfaces = new Dictionary<string, BlueprintPipeline>();
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mainOperation = convertable.MainExecution;
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foreach (var soket in convertable.InputInterfacesName)
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{
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inputInterfaces.Add(soket, null);
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}
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foreach (var soket in convertable.OutputInterfacesName)
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{
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outputInterfaces.Add(soket, null);
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}
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}
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public BlueprintNode(string name,
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string[] inputPorts,
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string[] outputPorts
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)
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{
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this.levelAvailabel = false;
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this.name = name;
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inputInterfaces = new Dictionary<string, BlueprintPipeline>();
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outputInterfaces = new Dictionary<string, BlueprintPipeline>();
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if (inputPorts.Length * outputPorts.Length == 0)
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{
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throw new Exception();
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}
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foreach (var portName in inputPorts)
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{
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inputInterfaces.Add(portName, null);
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}
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foreach (var portName in outputPorts)
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{
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outputInterfaces.Add(portName, null);
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}
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}
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public bool IsNative
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{
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get => nativeRequested;
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internal set => nativeRequested = value;
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}
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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 (item.Value == null)
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{
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continue;
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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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public string Name => name;
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internal Dictionary<string, BlueprintPipeline> InputInterfaces => inputInterfaces;
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internal Dictionary<string, BlueprintPipeline> OutputInterfaces => outputInterfaces;
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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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if (former is BeginningNode bnode)
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{
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bnode.SetCertainOutputPort(formerOutputPortName, pipeline);
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||||
}
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else
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{
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former.SetCertainOutputPort(formerOutputPortName, pipeline);
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}
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SetCertainInputPort(thisInputPortName, pipeline);
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||||
}
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public void AddBefore(
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BlueprintNode after,
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string thisOutputPortName,
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string afterInputPortName)
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||||
{
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this.levelAvailabel = false;
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BlueprintPipeline pipeline = new BlueprintPipeline(this, after);
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||||
if (after is EndingNode enode)
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||||
{
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enode.SetCertainInputPort(afterInputPortName, pipeline);
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||||
}
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||||
else
|
||||
{
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after.SetCertainInputPort(afterInputPortName, pipeline);
|
||||
}
|
||||
SetCertainOutputPort(thisOutputPortName, pipeline);
|
||||
}
|
||||
|
||||
|
||||
public void Run()
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||||
{
|
||||
try
|
||||
{
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||||
BlueprintPipeline.WaitAll(inputInterfaces);
|
||||
mainOperation(in inputInterfaces, in outputInterfaces);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int IComparable<BlueprintNode>.CompareTo(BlueprintNode other)
|
||||
{
|
||||
return this.Level.CompareTo(other.Level);
|
||||
}
|
||||
|
||||
#region port operation
|
||||
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||||
public BlueprintPipeline GetCertainInputPort(string name)
|
||||
{
|
||||
if (!inputInterfaces.ContainsKey(name))
|
||||
{
|
||||
throw new Exception($"Cannot find the interface named {name} in node {Name}.");
|
||||
}
|
||||
return inputInterfaces[name];
|
||||
}
|
||||
|
||||
|
||||
public BlueprintPipeline GetCertainOutputPort(string name)
|
||||
{
|
||||
if (!outputInterfaces.ContainsKey(name))
|
||||
{
|
||||
throw new Exception($"Cannot find the interface named {name} in node {Name}.");
|
||||
}
|
||||
return outputInterfaces[name];
|
||||
}
|
||||
|
||||
public void SetCertainInputPort(string name, BlueprintPipeline pipeline)
|
||||
{
|
||||
if (!inputInterfaces.ContainsKey(name))
|
||||
{
|
||||
throw new Exception($"Cannot find the interface named {name} in node {Name}.");
|
||||
}
|
||||
inputInterfaces[name] = pipeline;
|
||||
}
|
||||
|
||||
public void SetCertainOutputPort(string name, BlueprintPipeline pipeline)
|
||||
{
|
||||
if (!outputInterfaces.ContainsKey(name))
|
||||
{
|
||||
throw new Exception($"Cannot find the interface named {name} in node {Name}.");
|
||||
}
|
||||
outputInterfaces[name] = pipeline;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
}//--------------------------------- end of class -----------------------------
|
||||
|
||||
public interface IConvertableToBlueprintNode
|
||||
{
|
||||
|
||||
public string[] InputInterfacesName { get; }
|
||||
public BlueprintNodeAction MainExecution { get; }
|
||||
public string[] OutputInterfacesName { get; }
|
||||
|
||||
}
|
||||
|
||||
public class BlueprintNodeRunException : Exception
|
||||
{
|
||||
|
||||
public BlueprintNodeRunException(Exception ex) : base(string.Empty, ex)
|
||||
{
|
||||
}
|
||||
|
||||
public BlueprintNodeRunException(string message, Exception ex) : base(message, ex)
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Logic
|
||||
{
|
||||
/*
|
||||
public class CrossCycleProcess:BlueprintNode
|
||||
{
|
||||
|
||||
public CrossCycleProcess(string name, Action operation)
|
||||
:base()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/**/
|
||||
}
|
||||
@@ -0,0 +1,124 @@
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="PipeLine.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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Security.Authentication.ExtendedProtection;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Logic
|
||||
{
|
||||
|
||||
public class BlueprintPipeline
|
||||
{
|
||||
|
||||
private BlueprintNode after;
|
||||
private BlueprintNode former;
|
||||
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 After => after;
|
||||
|
||||
public BlueprintNode Former => former;
|
||||
|
||||
public int Level => former.Level;
|
||||
|
||||
public BlueprintPipelineArgs Value
|
||||
{
|
||||
get => args;
|
||||
set => args = value;
|
||||
}
|
||||
|
||||
public void CompleteAndSkip()
|
||||
{
|
||||
Console.WriteLine(Former.Name);
|
||||
Console.WriteLine($"{former.Name}\t->\t{after.Name}\tComplete");
|
||||
formerCompleteSemaphore.Release();
|
||||
}
|
||||
|
||||
public void CompleteAndWriteData(BlueprintPipelineArgs args)
|
||||
{
|
||||
this.args = args;
|
||||
Console.WriteLine($"{former.Name}\t->\t{after.Name}\tComplete");
|
||||
formerCompleteSemaphore.Release();
|
||||
}
|
||||
|
||||
public static void SkipAll(Dictionary<string, BlueprintPipeline> ports)
|
||||
{
|
||||
if (ports == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(ports));
|
||||
}
|
||||
foreach (var item in ports)
|
||||
{
|
||||
if (item.Value!=null)
|
||||
{
|
||||
item.Value.CompleteAndSkip();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void WaitAll(Dictionary<string, BlueprintPipeline> ports)
|
||||
{
|
||||
if (ports == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(ports));
|
||||
}
|
||||
foreach (var item in ports)
|
||||
{
|
||||
if (item.Value!=null)
|
||||
{
|
||||
item.Value.WaitForStart();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void WaitForStart()
|
||||
{
|
||||
Console.WriteLine($"Waiting\t{former.Name}\t->\t{after.Name}");
|
||||
formerCompleteSemaphore.Wait();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public abstract class BlueprintPipelineArgs
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
using StgSharp.Logic;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Logic
|
||||
{
|
||||
internal sealed class BeginningNode:BlueprintNode
|
||||
{
|
||||
public BeginningNode():base(name : "BeginningNode",null,
|
||||
true, ["default"], ["default"]
|
||||
) { }
|
||||
|
||||
internal (string name, BlueprintPipelineArgs arg)[] InputData
|
||||
{
|
||||
set
|
||||
{
|
||||
if (value == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var parameter in value)
|
||||
{
|
||||
OutputInterfaces[parameter.name].Value = parameter.arg;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public new void SetCertainOutputPort(string name, BlueprintPipeline pipeline)
|
||||
{
|
||||
if (outputInterfaces.ContainsKey(name))
|
||||
{
|
||||
outputInterfaces[name] = pipeline;
|
||||
}
|
||||
outputInterfaces.Add(name,pipeline);
|
||||
}
|
||||
|
||||
public new void Run()
|
||||
{
|
||||
BlueprintPipeline.SkipAll(outputInterfaces);
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class EndingNode : BlueprintNode
|
||||
{
|
||||
public EndingNode():base(name:"EndingNode",
|
||||
operation: (
|
||||
in Dictionary<string , BlueprintPipeline> input,
|
||||
in Dictionary<string, BlueprintPipeline> output
|
||||
) =>
|
||||
{
|
||||
},
|
||||
true, ["default"], ["default"]
|
||||
) { }
|
||||
|
||||
internal (string name, BlueprintPipelineArgs arg)[] OutputData
|
||||
{
|
||||
get
|
||||
{
|
||||
return InputInterfaces.Select(
|
||||
key => (key.Key, key.Value.Value) ).
|
||||
ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
public new void SetCertainInputPort(string name, BlueprintPipeline pipeline)
|
||||
{
|
||||
if (inputInterfaces.ContainsKey(name))
|
||||
{
|
||||
inputInterfaces[name] = pipeline;
|
||||
}
|
||||
inputInterfaces.Add(name, pipeline);
|
||||
}
|
||||
|
||||
public new void Run()
|
||||
{
|
||||
BlueprintPipeline.WaitAll(inputInterfaces);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user