xenadmin/XenAdmin/UpdateManager.cs
Konstantina Chremmou d7b519a53c Updated copyright notice on files.
Signed-off-by: Konstantina Chremmou <Konstantina.Chremmou@cloud.com>
2023-01-30 16:24:16 +00:00

237 lines
8.2 KiB
C#

/* Copyright (c) Cloud Software Group, Inc.
*
* 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.
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* 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
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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using System;
using System.Threading;
using System.Diagnostics;
namespace XenAdmin
{
/// <summary>
/// A class to throttle the updates to a particular class/component.
///
/// The purpose of the class is best described by example:
/// It is used by <see cref="MainWindow"/> to control the refreshes to the TreeView.
/// The refresh of the tree is slow and it is called all over the place.
/// This class ensures there is always a small break between refreshes
/// - the length of the break is calculated by <see cref="DelayCalculator"/>.
///
/// This class also allows consumers to specify a maximum time between updates.
/// </summary>
internal partial class UpdateManager : IDisposable
{
/// <summary>
/// Used to ensure the maximum time between updates. (ms)
/// </summary>
private readonly int _longInterval;
private bool _disposed;
private Timer _shortIntervalTimer;
private Timer _longIntervalTimer;
private readonly DelayCalculator _delayCalculator = new DelayCalculator();
private readonly object _lock = new object();
/// <summary>
/// A Boolean indicating whether an update is currently taking place.
/// The _lock variable should be used when reading and writing to this variable.
/// </summary>
private bool _doingUpdate;
/// <summary>
/// A Boolean indicating whether an update request was received while the current update is taking place.
/// The _lock variable should be used when reading and writing to this variable.
/// </summary>
private bool _anotherUpdateRequestOccurredDuringUpdate;
/// <summary>
/// Initializes a new instance of the <see cref="UpdateManager"/> class.
/// </summary>
/// <param name="longInterval">The maximum time between updates (ms). Specify 0 for no maximum value.</param>
public UpdateManager(int longInterval)
{
_longInterval = longInterval;
}
/// <summary>
/// Initializes a new instance of the <see cref="UpdateManager"/> class. There is no maximum time between updates specified.
/// </summary>
public UpdateManager()
: this(0)
{
}
/// <summary>
/// Requests an update. The <see cref="Update"/> event occurs when an update should take place.
/// </summary>
public void RequestUpdate()
{
_delayCalculator.RegisterLatestUpdateRequest();
RequestUpdate(null);
}
private void RequestUpdate(object state)
{
if (TryBeginUpdate())
{
// ensure update occurs on a new thread. This frees the calling thread up to continue.
ThreadPool.QueueUserWorkItem(DoUpdate);
}
}
private void DoUpdate(object state)
{
try
{
// stop watch to time how long an update takes.
Stopwatch sw = Stopwatch.StartNew();
OnUpdate();
_delayCalculator.RegisterLatestUpdate(sw.ElapsedMilliseconds);
}
finally
{
// allow another request only after _delayCalculator.GetDelay() has elapsed.
_shortIntervalTimer = new Timer(EndUpdate, null, _delayCalculator.GetDelay(), Timeout.Infinite);
}
}
/// <summary>
/// Tries to begin an Update.
/// </summary>
/// <returns>Returns false if an update is already underway.</returns>
private bool TryBeginUpdate()
{
lock (_lock)
{
if (!_doingUpdate && !_disposed)
{
// now do an update so reset this variable.
_anotherUpdateRequestOccurredDuringUpdate = false;
DisposeTimer(_longIntervalTimer);
_doingUpdate = true;
return true;
}
// an update is taking place and another request has taken place.
_anotherUpdateRequestOccurredDuringUpdate = true;
return false;
}
}
private void EndUpdate(object state)
{
lock (_lock)
{
_doingUpdate = false;
DisposeTimer(_shortIntervalTimer);
if (!_disposed)
{
if (_longInterval > 0)
{
_longIntervalTimer = new Timer(RequestUpdate, null, _longInterval, _longInterval);
}
if (_anotherUpdateRequestOccurredDuringUpdate)
{
// another update was requested during this update
RequestUpdate();
}
}
}
}
/// <summary>
/// Raises the <see cref="Update"/> event.
/// </summary>
/// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param>
protected virtual void OnUpdate()
{
var handler = Update;
if (handler != null)
{
handler();
}
}
/// <summary>
/// Releases unmanaged and - optionally - managed resources
/// </summary>
/// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
lock (_lock)
{
if (!_disposed)
{
_disposed = true;
DisposeTimer(_longIntervalTimer);
DisposeTimer(_shortIntervalTimer);
}
}
GC.SuppressFinalize(this);
}
}
private static void DisposeTimer(Timer timer)
{
if (timer != null)
{
timer.Dispose();
}
}
/// <summary>
/// Occurs when an update should take place.
/// </summary>
public event Action Update;
#region IDisposable Members
/// <summary>
/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
/// </summary>
public void Dispose()
{
Dispose(true);
}
#endregion
}
}