176 lines
5.9 KiB
C#
176 lines
5.9 KiB
C#
//-----------------------------------------------------------------------
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Threading;
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namespace StgSharp.Blueprint
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{
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/// <summary>
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/// A sets of complex logic designed for running in multi threads environment. Warning: do not
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/// run a <see cref="BlueprintScheduler" /> instance in multi threads more than once.
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/// </summary>
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public partial class BlueprintScheduler : 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 List<BlueprintNode> globalNodeList;
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private List<BlueprintNode> nativeNodeList;
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private SemaphoreSlim runningStat;
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internal int currentGlobalNodeIndex;
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internal int currentNativeNodeIndex;
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public BlueprintScheduler()
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{
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allNode = new Dictionary<string, BlueprintNode>();
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globalNodeList = new List<BlueprintNode>();
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nativeNodeList = new List<BlueprintNode>();
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runningStat = new SemaphoreSlim( 1, 1 );
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beginNode = new BeginningNode( this );
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endNode = new EndingNode( this );
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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 BlueprintNodeOperation Operation
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{
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get => ExecuteMain;
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}
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public bool IsRunning
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{
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get => runningStat.CurrentCount == 0;
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}
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public IEnumerable<string> InputInterfacesName
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{
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get { return beginNode.OutputInterfaces.Keys; }
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}
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public IEnumerable<string> OutputInterfacesName
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{
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get { return beginNode.OutputInterfaces.Keys; }
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}
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/**/
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internal SemaphoreSlim RunningStat
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{
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get => runningStat;
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}
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/**/
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public void AddNode( BlueprintNode node, bool isNative )
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{
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_ = node ?? throw new ArgumentNullException( nameof( node ) );
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node.IsNative = isNative;
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allNode.Add( node.Name, node );
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}
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public void ExecuteMain(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output )
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{
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BlueprintRunner.Run( this );
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}
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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()
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{
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foreach( KeyValuePair<string, BlueprintNode> item in allNode ) {
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if( item.Value.IsNative ) {
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nativeNodeList.Add( item.Value );
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} else {
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globalNodeList.Add( item.Value );
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}
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}
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nativeNodeList.Sort();
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globalNodeList.Sort();
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetInput(
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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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public void Terminate()
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{
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Interlocked.Exchange( ref currentGlobalNodeIndex, int.MaxValue );
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Interlocked.Exchange( ref currentNativeNodeIndex, int.MaxValue );
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}
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internal bool RequestNexGlobalNode( out BlueprintNode node )
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{
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if( currentGlobalNodeIndex < globalNodeList.Count ) {
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node = globalNodeList[ currentGlobalNodeIndex ];
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Interlocked.Increment( ref currentGlobalNodeIndex );
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return true;
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}
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node = default!;
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return false;
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}
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internal bool RequestNextNativeNode( out BlueprintNode node )
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{
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if( currentNativeNodeIndex < nativeNodeList.Count ) {
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node = nativeNodeList[ currentNativeNodeIndex ];
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Interlocked.Increment( ref currentNativeNodeIndex );
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return true;
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}
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node = default!;
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return false;
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}
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~BlueprintScheduler()
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{
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runningStat.Dispose();
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}
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}
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}
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