// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
#if !NO_SYNCCTX
using System.Reactive.Disposables;
using System.Threading;
namespace System.Reactive.Concurrency
{
///
/// Represents an object that schedules units of work on a provided .
///
public class SynchronizationContextScheduler : LocalScheduler
{
private readonly SynchronizationContext _context;
private readonly bool _alwaysPost;
///
/// Creates an object that schedules units of work on the provided .
///
/// Synchronization context to schedule units of work on.
/// is null.
public SynchronizationContextScheduler(SynchronizationContext context)
{
if (context == null)
throw new ArgumentNullException("context");
_context = context;
_alwaysPost = true;
}
///
/// Creates an object that schedules units of work on the provided .
///
/// Synchronization context to schedule units of work on.
/// Configures whether scheduling always posts to the synchronization context, regardless whether the caller is on the same synchronization context.
/// is null.
public SynchronizationContextScheduler(SynchronizationContext context, bool alwaysPost)
{
if (context == null)
throw new ArgumentNullException("context");
_context = context;
_alwaysPost = alwaysPost;
}
///
/// 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();
if (!_alwaysPost && _context == SynchronizationContext.Current)
{
d.Disposable = action(this, state);
}
else
{
_context.PostWithStartComplete(() =>
{
if (!d.IsDisposed)
d.Disposable = action(this, state);
});
}
return d;
}
///
/// Schedules an action to be executed after dueTime.
///
/// 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);
return DefaultScheduler.Instance.Schedule(state, dt, (_, state1) => Schedule(state1, action));
}
}
}
#endif