xenadmin/XenModel/Actions/ParallelAction.cs

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/* Copyright (c) Citrix Systems Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms,
* with or without modification, are permitted provided
* that the following conditions are met:
*
* * Redistributions of source code must retain the above
* copyright notice, this list of conditions and the
* following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the
* following disclaimer in the documentation and/or other
* materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Threading;
using XenAdmin.Network;
using XenAPI;
namespace XenAdmin.Actions
{
/// <summary>
/// ParallelAction takes a list of any number of actions and runs a certain number of them simultaneously.
/// Once one simultaneous action is finished the next one in the queue is started until all are complete
/// </summary>
public class ParallelAction : MultipleAction
{
private const int DEFAULT_MAX_NUMBER_OF_PARALLEL_ACTIONS = 25;
//Change parameter to increase the number of concurrent actions running
private readonly ProduceConsumerQueue _queuePC;
public ParallelAction (IXenConnection connection, string title, string startDescription, string endDescription, List<AsyncAction> subActions)
: base(connection, title, startDescription, endDescription, subActions)
{
_queuePC = new ProduceConsumerQueue(Math.Min(DEFAULT_MAX_NUMBER_OF_PARALLEL_ACTIONS, subActions.Count));
}
public ParallelAction(IXenConnection connection, string title, string startDescription, string endDescription, List<AsyncAction> subActions, int maxNumberOfParallelActions)
: base(connection, title, startDescription, endDescription, subActions)
{
_queuePC = new ProduceConsumerQueue(Math.Min(maxNumberOfParallelActions, subActions.Count));
}
protected override void RunSubActions(List<Exception> exceptions)
{
foreach (AsyncAction subAction in subActions)
{
AsyncAction action = subAction;
action.Completed += action_Completed;
_queuePC.EnqueueItem(
() =>
{
try
{
action.RunExternal(Session);
}
catch (Exception e)
{
Failure f = e as Failure;
if (f != null && Connection != null &&
f.ErrorDescription[0] == Failure.RBAC_PERMISSION_DENIED)
{
Failure.ParseRBACFailure(f, Connection, Session ?? Connection.Session);
}
exceptions.Add(e);
// Record the first exception we come to. Though later if there are more than one we will replace this with non specific one.
if (Exception == null)
Exception = e;
}
});
}
lock (_lock)
{
Monitor.Wait(_lock);
}
}
private readonly object _lock = new object();
private volatile int i = 0;
void action_Completed(ActionBase sender)
{
lock (_lock)
{
i++;
PercentComplete = 100 * i / subActions.Count;
if (i == subActions.Count)
Monitor.Pulse(_lock);
}
}
protected override void MultipleAction_Completed(ActionBase sender)
{
base.MultipleAction_Completed(sender);
_queuePC.StopWorkers(false);
}
}
}