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stgsharp/StgSharp.Common/Logic/Blueprint/Blueprint.cs
T

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5.9 KiB
C#

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