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stgsharp/源代码/StgSharp/Logic/BluePaintNode.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="BluePaintNode.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 BluePaintNodeAction(
in Dictionary<string, BluePaintPipeline> inpput,
in Dictionary<string, BluePaintPipeline> output);
public abstract class BluePaintNode
{
private BluePaintNodeAction mainOperation;
private BluePaint local;
private Dictionary<string, BluePaintPipeline> inputInterfaces;
private Dictionary<string, BluePaintPipeline> outputInterface;
private bool running;
private string name;
internal Dictionary<string, BluePaintPipeline> InputInterfaces => inputInterfaces;
internal Dictionary<string, BluePaintPipeline> OutputInterface => outputInterface;
internal BluePaintNode(string name, bool isTaskSurvival)
{
this.name = name;
SurvivalTask = isTaskSurvival;
}
protected BluePaintNode(string name, BluePaintNodeAction operation)
{
this.name = name;
mainOperation = operation;
}
internal bool SurvivalTask
{
get; set;
}
public void Run()
{
foreach (var item in inputInterfaces)
{
item.Value.WaitForStart();
}
mainOperation(in inputInterfaces, in outputInterface);
}//--------------------------------- end of class -----------------------------
}
public class BluePaintPipeline
{
private SemaphoreSlim formerCompleteSemaphore;
private BluePaintPipelineArgs args;
public BluePaintPipeline()
{
formerCompleteSemaphore = new SemaphoreSlim(initialCount: 0,maxCount:1);
}
public void CompleteAndWriteData(BluePaintPipelineArgs args)
{
formerCompleteSemaphore.Release();
this.args = args;
}
public void WaitForStart()
{
formerCompleteSemaphore.Release();
}
}
public abstract class BluePaintPipelineArgs
{
}
}