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using System;
using System.Collections.Generic;
using System.Threading;
using XenAdmin.Network;
using XenAPI;
namespace XenAdmin.Actions
{
///
/// 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
///
public class ParallelAction : MultipleAction
{
private int numberOfSimultaneousActions = 25;
///
/// Number of actions to be run at the same time
///
public int NumberOfSimultaneousActions
{
set { numberOfSimultaneousActions = value; }
}
//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 subActions)
: base(connection, title, startDescription, endDescription, subActions)
{
_queuePC = new ProduceConsumerQueue(subActions.Count < numberOfSimultaneousActions ? subActions.Count : numberOfSimultaneousActions);
}
protected override void RunSubActions(List 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);
}
}
}