Files
stgsharp/源代码/StgSharp/Logic/Blueprint/Blueprint.cs
T

256 lines
8.0 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 StgSharp;
using StgSharp.Logic;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Serialization;
namespace StgSharp.Logic
{
public partial class Blueprint : IConvertableToBlueprintNode
{
private BeginningNode beginNode;
private Dictionary<string, BlueprintNode> allNode;
private EndingNode endNode;
private Func<bool> terminate;
private int currentNodeIndex;
private List<Task> allThread;
private List<BlueprintNode> nativeNodeList;
private List<BlueprintNode> nodeList;
public Blueprint()
{
allNode = new Dictionary<string, BlueprintNode>();
allThread = new List<Task>();
nodeList = new List<BlueprintNode>();
nativeNodeList = new List<BlueprintNode>();
terminate = () => true;
beginNode = new BeginningNode();
endNode = new EndingNode();
}
public BlueprintNode BeginLayer => beginNode;
public BlueprintNode EndLayer => endNode;
public bool IsRunning => allThread.Any(t => t.Status == TaskStatus.Running);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public (string name, BlueprintPipelineArgs arg)[] GetOutput()
{
return endNode.OutputData;
}
public void Init(int threadCount)
{
if (threadCount > nodeList.Count)
{
InternalIO.InternalWriteLog(
"Thread setting error: amount of threads of this blueprint is larger than amount of nodes.", LogType.Warning);
threadCount = nodeList.Count;
}
if (threadCount!=0)
{
foreach (var item in allNode)
{
if (item.Value.IsNative)
{
nativeNodeList.Add(item.Value);
}
else
{
nodeList.Add(item.Value);
}
}
nativeNodeList.Sort();
PrepareTasks(threadCount);
}
else
{
foreach (var item in allNode)
{
nodeList.Add(item.Value);
}
}
nodeList.Sort();
}
public void PrepareTasks(int count)
{
for (int i = 0; i < count; i++)
{
allThread.Add(new Task(IndividualTask));
}
}
private void IndividualTask()
{
do
{
try
{
while (true)
{
RequestNextNode().Run();
}
}
catch (NodeClearException) { }
} while (!terminate());
}
/// <summary>
/// Run all nodes repeatedly until it is instructed to terminate.
/// </summary>
/// <param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
public void RunRepeatedly(Func<bool> terminateInstructor)
{
if (allThread.Count != 0)
{
MultiThreadRun(terminateInstructor);
return;
}
SingleThreadRun(terminateInstructor);
}
private void MultiThreadRun(Func<bool> terminateInstructor)
{
if (terminate != terminateInstructor)
{
terminate = terminateInstructor;
if (allThread.Count != 0)
{
foreach (var t in allThread)
{
t.Start();
}
}
}
beginNode.Run();
foreach (var node in nativeNodeList)
{
node.Run();
}
EndLayer.Run();
}
private void SingleThreadRun(Func<bool> terminateInstructor)
{
beginNode.Run();
foreach (var item in nodeList)
{
item.Run();
}
EndLayer.Run();
}
public void AddNativeNode(BlueprintNode node)
{
node.IsNative = true;
allNode.Add(node.Name, node);
}
public void AddAsyncNode(BlueprintNode node)
{
node.IsNative = false;
allNode.Add(node.Name, node);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetInput(params (string name, BlueprintPipelineArgs arg)[] parameters)
{
beginNode.InputData = parameters;
}
private BlueprintNode RequestNextNode()
{
if (currentNodeIndex < nodeList.Count)
{
BlueprintNode ret = nodeList[currentNodeIndex];
Interlocked.Increment(ref currentNodeIndex);
return ret;
}
Interlocked.Exchange(ref currentNodeIndex, 0);
throw new NodeClearException();
}
string[] IConvertableToBlueprintNode.InputInterfacesName
{
get
{
return beginNode.OutputInterfaces.Select(
p => p.Key).ToArray();
}
}
BlueprintNodeAction IConvertableToBlueprintNode.MainExecution
{
get
{
return (in Dictionary<string, BlueprintPipeline> input,
in Dictionary<string, BlueprintPipeline> output)
=>
{
beginNode.Run();
foreach (var node in nativeNodeList)
{
node.Run();
}
endNode.Run();
};
}
}
string[] IConvertableToBlueprintNode.OutputInterfacesName
{
get
{
return beginNode.OutputInterfaces.Select(
p => p.Key).ToArray();
}
}
}
internal class NodeClearException : Exception
{
}
}