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RunnableComponent.cs
411 lines | 16.3 KiB | text/x-csharp | CSharpLexer
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 using System;
cin
RunnableComponent.Dispose(bool,Exception) changed to standart Dispose(bool)...
r208 using System.Diagnostics.CodeAnalysis;
cin
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r156 namespace Implab.Components {
cin
runnable component, work in progress
r185 public abstract class RunnableComponent : IDisposable, IRunnable, IInitializable {
cin
working on runnable component
r184 enum Commands {
Ok = 0,
Fail,
Init,
Start,
Stop,
Dispose,
cin
Added ResetState to RunnableComponent to reset in case of failure...
r205 Reset,
Last = Reset
cin
working on runnable component
r184 }
class StateMachine {
cin
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r210 public static readonly ExecutionState[,] ReusableTransitions;
public static readonly ExecutionState[,] NonreusableTransitions;
class StateBuilder {
readonly ExecutionState[,] m_states;
public ExecutionState[,] States {
get { return m_states; }
}
public StateBuilder(ExecutionState[,] states) {
m_states = states;
}
public StateBuilder() {
m_states = new ExecutionState[(int)ExecutionState.Last + 1, (int)Commands.Last + 1];
}
public StateBuilder Edge(ExecutionState s1, ExecutionState s2, Commands cmd) {
m_states[(int)s1, (int)cmd] = s2;
return this;
}
public StateBuilder Clone() {
return new StateBuilder((ExecutionState[,])m_states.Clone());
}
}
cin
working on runnable component
r184
static StateMachine() {
cin
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r210 ReusableTransitions = new ExecutionState[(int)ExecutionState.Last + 1, (int)Commands.Last + 1];
cin
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r184
cin
Code review for RunnableComponent...
r210 var common = new StateBuilder()
.Edge(ExecutionState.Created, ExecutionState.Initializing, Commands.Init)
.Edge(ExecutionState.Created, ExecutionState.Disposed, Commands.Dispose)
cin
runnable component, work in progress
r185
cin
Code review for RunnableComponent...
r210 .Edge(ExecutionState.Initializing, ExecutionState.Ready, Commands.Ok)
.Edge(ExecutionState.Initializing, ExecutionState.Failed, Commands.Fail)
cin
working on runnable component
r184
cin
Code review for RunnableComponent...
r210 .Edge(ExecutionState.Ready, ExecutionState.Starting, Commands.Start)
.Edge(ExecutionState.Ready, ExecutionState.Disposed, Commands.Dispose)
.Edge(ExecutionState.Starting, ExecutionState.Running, Commands.Ok)
.Edge(ExecutionState.Starting, ExecutionState.Failed, Commands.Fail)
.Edge(ExecutionState.Starting, ExecutionState.Stopping, Commands.Stop)
.Edge(ExecutionState.Starting, ExecutionState.Disposed, Commands.Dispose)
cin
working on runnable component
r184
cin
Code review for RunnableComponent...
r210 .Edge(ExecutionState.Running, ExecutionState.Failed, Commands.Fail)
.Edge(ExecutionState.Running, ExecutionState.Stopping, Commands.Stop)
.Edge(ExecutionState.Running, ExecutionState.Disposed, Commands.Dispose)
.Edge(ExecutionState.Failed, ExecutionState.Disposed, Commands.Dispose)
.Edge(ExecutionState.Failed, ExecutionState.Initializing, Commands.Reset)
.Edge(ExecutionState.Stopping, ExecutionState.Failed, Commands.Fail)
.Edge(ExecutionState.Stopping, ExecutionState.Disposed, Commands.Dispose)
.Edge(ExecutionState.Disposed, ExecutionState.Disposed, Commands.Dispose);
cin
working on runnable component
r184
cin
Code review for RunnableComponent...
r210 var reusable = common
.Clone()
.Edge(ExecutionState.Stopping, ExecutionState.Ready, Commands.Ok);
var nonreusable = common
.Clone()
.Edge(ExecutionState.Stopping, ExecutionState.Disposed, Commands.Ok);
NonreusableTransitions = nonreusable.States;
ReusableTransitions = reusable.States;
cin
working on runnable component
r184
}
cin
Code review for RunnableComponent...
r210 readonly ExecutionState[,] m_states;
cin
working on runnable component
r184
public ExecutionState State {
get;
private set;
}
cin
Code review for RunnableComponent...
r210 public StateMachine(ExecutionState[,] states, ExecutionState initial) {
cin
working on runnable component
r184 State = initial;
cin
Code review for RunnableComponent...
r210 m_states = states;
cin
working on runnable component
r184 }
public bool Move(Commands cmd) {
cin
Code review for RunnableComponent...
r210 var next = m_states[(int)State, (int)cmd];
cin
working on runnable component
r184 if (next == ExecutionState.Undefined)
return false;
State = next;
return true;
}
}
IPromise m_pending;
Exception m_lastError;
cin
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r205 readonly StateMachine m_stateMachine;
readonly bool m_reusable;
public event EventHandler<StateChangeEventArgs> StateChanged;
/// <summary>
/// Initializes component state.
/// </summary>
/// <param name="initialized">If set, the component initial state is <see cref="ExecutionState.Ready"/> and the component is ready to start, otherwise initialization is required.</param>
/// <param name="reusable">If set, the component may start after it has been stopped, otherwise the component is disposed after being stopped.</param>
protected RunnableComponent(bool initialized, bool reusable) {
cin
Code review for RunnableComponent...
r210 m_stateMachine = new StateMachine(
reusable ? StateMachine.ReusableTransitions : StateMachine.NonreusableTransitions,
initialized ? ExecutionState.Ready : ExecutionState.Created
);
cin
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r205 m_reusable = reusable;
}
/// <summary>
/// Initializes component state. The component created with this constructor is not reusable, i.e. it will be disposed after stop.
/// </summary>
/// <param name="initialized">If set, the component initial state is <see cref="ExecutionState.Ready"/> and the component is ready to start, otherwise initialization is required.</param>
protected RunnableComponent(bool initialized) : this(initialized, false) {
cin
working on runnable component
r184 }
void ThrowInvalidCommand(Commands cmd) {
cin
runnable component, work in progress
r185 if (m_stateMachine.State == ExecutionState.Disposed)
cin
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r205 throw new ObjectDisposedException(ToString());
throw new InvalidOperationException(String.Format("Command {0} is not allowed in the state {1}", cmd, m_stateMachine.State));
}
bool MoveIfInState(Commands cmd, IPromise pending, Exception error, ExecutionState state) {
ExecutionState prev, current;
lock (m_stateMachine) {
if (m_stateMachine.State != state)
return false;
prev = m_stateMachine.State;
if (!m_stateMachine.Move(cmd))
ThrowInvalidCommand(cmd);
current = m_stateMachine.State;
m_pending = pending;
m_lastError = error;
}
if (prev != current)
OnStateChanged(prev, current, error);
return true;
cin
working on runnable component
r184 }
cin
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r205 bool MoveIfPending(Commands cmd, IPromise pending, Exception error, IPromise expected) {
ExecutionState prev, current;
lock (m_stateMachine) {
if (m_pending != expected)
return false;
prev = m_stateMachine.State;
if (!m_stateMachine.Move(cmd))
ThrowInvalidCommand(cmd);
current = m_stateMachine.State;
m_pending = pending;
m_lastError = error;
}
if (prev != current)
OnStateChanged(prev, current, error);
return true;
}
IPromise Move(Commands cmd, IPromise pending, Exception error) {
ExecutionState prev, current;
IPromise ret;
lock (m_stateMachine) {
prev = m_stateMachine.State;
if (!m_stateMachine.Move(cmd))
ThrowInvalidCommand(cmd);
current = m_stateMachine.State;
ret = m_pending;
m_pending = pending;
cin
Code review for RunnableComponent...
r210 m_lastError = error;
cin
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r205 }
cin
Code review for RunnableComponent...
r210 if (prev != current)
cin
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r205 OnStateChanged(prev, current, error);
return ret;
}
cin
Code review for RunnableComponent...
r210 /// <summary>
/// Handles the state of the component change event, raises the <see cref="StateChanged"/> event, handles
/// the transition to the <see cref="ExecutionState.Disposed"/> state (calls <see cref="Dispose(bool)"/> method).
/// </summary>
/// <param name="previous">The previous state</param>
/// <param name="current">The current state</param>
/// <param name="error">The last error if any.</param>
/// <remarks>
/// <para>
/// If the previous state and the current state are same this method isn't called, such situiation is treated
/// as the component hasn't changed it's state.
/// </para>
/// <para>
/// When overriding this method ensure the call is made to the base implementation, otherwise it will lead to
/// the wrong behavior of the component.
/// </para>
/// </remarks>
cin
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r205 protected virtual void OnStateChanged(ExecutionState previous, ExecutionState current, Exception error) {
cin
Code review for RunnableComponent...
r210 StateChanged.DispatchEvent(
this,
new StateChangeEventArgs {
cin
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r205 State = current,
LastError = error
cin
Code review for RunnableComponent...
r210 }
);
if (current == ExecutionState.Disposed) {
GC.SuppressFinalize(this);
Dispose(true);
}
cin
working on runnable component
r184 }
cin
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r203 /// <summary>
/// Moves the component from running to failed state.
/// </summary>
/// <param name="error">The exception which is describing the error.</param>
cin
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r205 protected bool Fail(Exception error) {
return MoveIfInState(Commands.Fail, null, error, ExecutionState.Running);
cin
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r203 }
cin
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r205 /// <summary>
/// Tries to reset <see cref="ExecutionState.Failed"/> state to <see cref="ExecutionState.Ready"/>.
/// </summary>
/// <returns>True if component is reset to <see cref="ExecutionState.Ready"/>, false if the componet wasn't
/// in <see cref="ExecutionState.Failed"/> state.</returns>
/// <remarks>
/// This method checks the current state of the component and if it's in <see cref="ExecutionState.Failed"/>
/// moves component to <see cref="ExecutionState.Initializing"/>.
/// The <see cref="OnResetState()"/> is called and if this method completes succesfully the component moved
/// to <see cref="ExecutionState.Ready"/> state, otherwise the component is moved to <see cref="ExecutionState.Failed"/>
/// state. If <see cref="OnResetState()"/> throws an exception it will be propagated by this method to the caller.
/// </remarks>
protected bool ResetState() {
if (!MoveIfInState(Commands.Reset, null, null, ExecutionState.Failed))
return false;
cin
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r184 try {
cin
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r205 OnResetState();
Move(Commands.Ok, null, null);
return true;
cin
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r184 } catch (Exception err) {
cin
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r205 Move(Commands.Fail, null, err);
cin
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r184 throw;
cin
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r205 }
}
/// <summary>
/// This method is called by <see cref="ResetState"/> to reinitialize component in the failed state.
/// </summary>
/// <remarks>
/// Default implementation throws <see cref="NotImplementedException"/> which will cause the component
/// fail to reset it's state and it left in <see cref="ExecutionState.Failed"/> state.
/// If this method doesn't throw exceptions the component is moved to <see cref="ExecutionState.Ready"/> state.
/// </remarks>
protected virtual void OnResetState() {
throw new NotImplementedException();
cin
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r184 }
cin
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r185 IPromise InvokeAsync(Commands cmd, Func<IPromise> action, Action<IPromise, IDeferred> chain) {
IPromise promise = null;
IPromise prev;
cin
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r184
cin
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r185 var task = new ActionChainTask(action, null, null, true);
cin
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r205 Action<Exception> errorOrCancel = e => {
if (e == null)
e = new OperationCanceledException();
MoveIfPending(Commands.Fail, null, e, promise);
throw new PromiseTransientException(e);
};
cin
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r184
cin
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r205 promise = task.Then(
() => MoveIfPending(Commands.Ok, null, null, promise),
errorOrCancel,
errorOrCancel
);
cin
fixed promise chaining behavior, the error handler doesn't handle result or cancellation handlers exceptions these exceptions are propagated to the next handlers.
r196
cin
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r205 prev = Move(cmd, promise, null);
cin
sync
r157
cin
runnable component, work in progress
r185 if (prev == null)
task.Resolve();
else
chain(prev, task);
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156
cin
runnable component, work in progress
r185 return promise;
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
cin
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r184
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 #region IInitializable implementation
cin
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r205 public void Initialize() {
Move(Commands.Init, null, null);
try {
OnInitialize();
Move(Commands.Ok, null, null);
} catch (Exception err) {
Move(Commands.Fail, null, err);
throw;
}
cin
working on runnable component
r184 }
protected virtual void OnInitialize() {
cin
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r156 }
#endregion
#region IRunnable implementation
public IPromise Start() {
cin
runnable component, work in progress
r185 return InvokeAsync(Commands.Start, OnStart, null);
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
protected virtual IPromise OnStart() {
cin
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r205 return Promise.Success;
cin
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r156 }
cin
runnable component, work in progress
r185 public IPromise Stop() {
cin
Code review for RunnableComponent...
r210 return InvokeAsync(Commands.Stop, OnStop, StopPending);
cin
runnable component, work in progress
r185 }
protected virtual IPromise OnStop() {
cin
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r205 return Promise.Success;
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
cin
runnable component, work in progress
r185 /// <summary>
/// Stops the current operation if one exists.
/// </summary>
/// <param name="current">Current.</param>
/// <param name="stop">Stop.</param>
protected virtual void StopPending(IPromise current, IDeferred stop) {
if (current == null) {
stop.Resolve();
} else {
cin
Reworked cancelation handling, if the cancel handler isn't specified the OperationCanceledException will be handled by the error handler...
r187 // связваем текущую операцию с операцией остановки
current.On(
stop.Resolve, // если текущая операция заверщилась, то можно начинать остановку
stop.Reject, // если текущая операция дала ошибку - то все плохо, нельзя продолжать
e => stop.Resolve() // если текущая отменилась, то можно начинать остановку
);
// посылаем текущей операции сигнал остановки
cin
runnable component, work in progress
r185 current.Cancel();
}
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
public ExecutionState State {
get {
cin
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r203 return m_stateMachine.State;
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
}
public Exception LastError {
get {
cin
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r185 return m_lastError;
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
}
#endregion
cin
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r185
#region IDisposable implementation
cin
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r203 /// <summary>
/// Releases all resource used by the <see cref="Implab.Components.RunnableComponent"/> object.
/// </summary>
/// <remarks>
/// <para>Will not try to stop the component, it will just release all resources.
/// To cleanup the component gracefully use <see cref="Stop()"/> method.</para>
/// <para>
/// In normal cases the <see cref="Dispose()"/> method shouldn't be called, the call to the <see cref="Stop()"/>
/// method is sufficient to cleanup the component. Call <see cref="Dispose()"/> only to cleanup after errors,
/// especially if <see cref="Stop"/> method is failed. Using this method insted of <see cref="Stop()"/> may
/// lead to the data loss by the component.
/// </para></remarks>
cin
RunnableComponent.Dispose(bool,Exception) changed to standart Dispose(bool)...
r208 [SuppressMessage("Microsoft.Design", "CA1063:ImplementIDisposableCorrectly", Justification = "Dipose(bool) and GC.SuppessFinalize are called")]
cin
runnable component, work in progress
r185 public void Dispose() {
cin
Code review for RunnableComponent...
r210 Move(Commands.Dispose, null, null);
cin
runnable component, work in progress
r185 }
~RunnableComponent() {
cin
RunnableComponent.Dispose(bool,Exception) changed to standart Dispose(bool)...
r208 Dispose(false);
cin
runnable component, work in progress
r185 }
#endregion
cin
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r205 /// <summary>
/// Releases all resources used by the component, called automatically, override this method to implement your cleanup.
/// </summary>
/// <param name="disposing">true if this method is called during normal dispose process.</param>
cin
RunnableComponent.Dispose(bool,Exception) changed to standart Dispose(bool)...
r208 /// <param name="pending">The operation which is currenty pending</param>
protected virtual void Dispose(bool disposing) {
cin
runnable component, work in progress
r185 }
cin
Promises: SignalXXX methods merged into SignalHandler method....
r156 }
}