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stgsharp/源代码/StgSharp/Logic/Blueprint/Blueprint.cs
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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
{
/// <summary>
/// A sets of complex logic designed for running in multi threads environment.
/// Warning: do not run a <see cref="Blueprint"/> instance in multi threads more than once.
///
/// </summary>
public partial class Blueprint : 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 Blueprint()
{
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;
internal SemaphoreSlim RunningStat
{
get => runningStat;
}
public bool IsRunning
{
get => runningStat.CurrentCount == 0;
}
/**/
internal Func<bool> ShouldClose
{
get => terminate;
set => terminate = value;
}
/**/
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, () => true);
}
[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;
}
string[] IConvertableToBlueprintNode.InputInterfacesName
{
get { return beginNode.OutputInterfaces.Select(p => p.Key).ToArray(); }
}
string[] IConvertableToBlueprintNode.OutputInterfacesName
{
get { return beginNode.OutputInterfaces.Select(p => p.Key).ToArray(); }
}
}
}