// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
#if WINDOWS
using System.Reactive.Concurrency;
using System.Reactive.Disposables;
using Windows.System.Threading;
namespace System.Reactive.Concurrency
{
///
/// Represents an object that schedules units of work on the Windows Runtime thread pool.
///
/// Singleton instance of this type exposed through this static property.
[CLSCompliant(false)]
public sealed class ThreadPoolScheduler : LocalScheduler, ISchedulerPeriodic
{
private readonly WorkItemPriority _priority;
private readonly WorkItemOptions _options;
private static Lazy s_default = new Lazy(() => new ThreadPoolScheduler());
///
/// Constructs a ThreadPoolScheduler that schedules units of work on the Windows ThreadPool.
///
public ThreadPoolScheduler()
{
}
///
/// Constructs a ThreadPoolScheduler that schedules units of work on the Windows ThreadPool with the given priority.
///
/// Priority for scheduled units of work.
public ThreadPoolScheduler(WorkItemPriority priority)
{
_priority = priority;
_options = WorkItemOptions.None;
}
///
/// Constructs a ThreadPoolScheduler that schedules units of work on the Windows ThreadPool with the given priority.
///
/// Priority for scheduled units of work.
/// Options that configure how work is scheduled.
public ThreadPoolScheduler(WorkItemPriority priority, WorkItemOptions options)
{
_priority = priority;
_options = options;
}
///
/// Gets the singleton instance of the Windows Runtime thread pool scheduler.
///
public static ThreadPoolScheduler Default
{
get
{
return s_default.Value;
}
}
///
/// Gets the priority at which work is scheduled.
///
public WorkItemPriority Priority
{
get { return _priority; }
}
///
/// Gets the options that configure how work is scheduled.
///
public WorkItemOptions Options
{
get { return _options; }
}
///
/// Schedules an action to be executed.
///
/// The type of the state passed to the scheduled action.
/// State passed to the action to be executed.
/// Action to be executed.
/// The disposable object used to cancel the scheduled action (best effort).
/// is null.
public override IDisposable Schedule(TState state, Func action)
{
if (action == null)
throw new ArgumentNullException("action");
var d = new SingleAssignmentDisposable();
var res = global::Windows.System.Threading.ThreadPool.RunAsync(iaa =>
{
if (!d.IsDisposed)
d.Disposable = action(this, state);
}, _priority, _options);
return new CompositeDisposable(
d,
Disposable.Create(res.Cancel)
);
}
///
/// Schedules an action to be executed after dueTime, using a Windows.System.Threading.ThreadPoolTimer object.
///
/// The type of the state passed to the scheduled action.
/// State passed to the action to be executed.
/// Action to be executed.
/// Relative time after which to execute the action.
/// The disposable object used to cancel the scheduled action (best effort).
/// is null.
public override IDisposable Schedule(TState state, TimeSpan dueTime, Func action)
{
if (action == null)
throw new ArgumentNullException("action");
var dt = Scheduler.Normalize(dueTime);
if (dt.Ticks == 0)
return Schedule(state, action);
var d = new SingleAssignmentDisposable();
var res = global::Windows.System.Threading.ThreadPoolTimer.CreateTimer(
tpt =>
{
if (!d.IsDisposed)
d.Disposable = action(this, state);
},
dt
);
return new CompositeDisposable(
d,
Disposable.Create(res.Cancel)
);
}
///
/// Schedules a periodic piece of work, using a Windows.System.Threading.ThreadPoolTimer object.
///
/// The type of the state passed to the scheduled action.
/// Initial state passed to the action upon the first iteration.
/// Period for running the work periodically.
/// Action to be executed, potentially updating the state.
/// The disposable object used to cancel the scheduled recurring action (best effort).
/// is null.
/// is less than one millisecond.
public IDisposable SchedulePeriodic(TState state, TimeSpan period, Func action)
{
//
// The WinRT thread pool is based on the Win32 thread pool and cannot handle
// sub-1ms resolution. When passing a lower period, we get single-shot
// timer behavior instead. See MSDN documentation for CreatePeriodicTimer
// for more information.
//
if (period < TimeSpan.FromMilliseconds(1))
throw new ArgumentOutOfRangeException("period", Strings_PlatformServices.WINRT_NO_SUB1MS_TIMERS);
if (action == null)
throw new ArgumentNullException("action");
var state1 = state;
var gate = new AsyncLock();
var res = global::Windows.System.Threading.ThreadPoolTimer.CreatePeriodicTimer(
tpt =>
{
gate.Wait(() =>
{
state1 = action(state1);
});
},
period
);
return Disposable.Create(() =>
{
res.Cancel();
gate.Dispose();
action = Stubs.I;
});
}
}
}
#endif