// 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 System.Runtime.ExceptionServices;
using System.Threading;
using Windows.UI.Core;
using Windows.UI.Xaml;
namespace System.Reactive.Concurrency
{
///
/// Represents an object that schedules units of work on a Windows.UI.Core.CoreDispatcher.
///
///
/// This scheduler type is typically used indirectly through the and methods that use the current Dispatcher.
///
public sealed class CoreDispatcherScheduler : LocalScheduler, ISchedulerPeriodic
{
private readonly CoreDispatcher _dispatcher;
private readonly CoreDispatcherPriority _priority;
///
/// Constructs a CoreDispatcherScheduler that schedules units of work on the given Windows.UI.Core.CoreDispatcher.
///
/// Dispatcher to schedule work on.
/// is null.
public CoreDispatcherScheduler(CoreDispatcher dispatcher)
{
if (dispatcher == null)
throw new ArgumentNullException("dispatcher");
_dispatcher = dispatcher;
_priority = CoreDispatcherPriority.Normal;
}
///
/// Constructs a CoreDispatcherScheduler that schedules units of work on the given Windows.UI.Core.CoreDispatcher with the given priority.
///
/// Dispatcher to schedule work on.
/// Priority for scheduled units of work.
/// is null.
public CoreDispatcherScheduler(CoreDispatcher dispatcher, CoreDispatcherPriority priority)
{
if (dispatcher == null)
throw new ArgumentNullException("dispatcher");
_dispatcher = dispatcher;
_priority = priority;
}
///
/// Gets the scheduler that schedules work on the Windows.UI.Core.CoreDispatcher associated with the current Window.
///
public static CoreDispatcherScheduler Current
{
get
{
var window = Window.Current;
if (window == null)
throw new InvalidOperationException(Strings_WindowsThreading.NO_WINDOW_CURRENT);
return new CoreDispatcherScheduler(window.Dispatcher);
}
}
///
/// Gets the Windows.UI.Core.CoreDispatcher associated with the CoreDispatcherScheduler.
///
public CoreDispatcher Dispatcher
{
get { return _dispatcher; }
}
///
/// Gets the priority at which work is scheduled.
///
public CoreDispatcherPriority Priority
{
get { return _priority; }
}
///
/// Schedules an action to be executed on the dispatcher.
///
/// 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 = _dispatcher.RunAsync(_priority, () =>
{
if (!d.IsDisposed)
{
try
{
d.Disposable = action(this, state);
}
catch (Exception ex)
{
//
// Work-around for the behavior of throwing from RunAsync not propagating
// the exception to the Application.UnhandledException event (as of W8RP)
// as our users have come to expect from previous XAML stacks using Rx.
//
// If we wouldn't do this, there'd be an observable behavioral difference
// between scheduling with TimeSpan.Zero or using this overload.
//
// For scheduler implementation guidance rules, see TaskPoolScheduler.cs
// in System.Reactive.PlatformServices\Reactive\Concurrency.
//
var timer = new DispatcherTimer();
timer.Interval = TimeSpan.Zero;
timer.Tick += (o, e) =>
{
timer.Stop();
ExceptionDispatchInfo.Capture(ex).Throw();
};
timer.Start();
}
}
});
return new CompositeDisposable(
d,
Disposable.Create(res.Cancel)
);
}
///
/// Schedules an action to be executed after dueTime on the dispatcher, using a Windows.UI.Xaml.DispatcherTimer 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 MultipleAssignmentDisposable();
var timer = new DispatcherTimer();
timer.Tick += (o, e) =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
try
{
d.Disposable = action(this, state);
}
finally
{
t.Stop();
action = null;
}
}
};
timer.Interval = dt;
timer.Start();
d.Disposable = Disposable.Create(() =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
t.Stop();
action = (_, __) => Disposable.Empty;
}
});
return d;
}
///
/// Schedules a periodic piece of work on the dispatcher, using a Windows.UI.Xaml.DispatcherTimer 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 TimeSpan.Zero.
public IDisposable SchedulePeriodic(TState state, TimeSpan period, Func action)
{
//
// According to MSDN documentation, the default is TimeSpan.Zero, so that's definitely valid.
// Empirical observation - negative values seem to be normalized to TimeSpan.Zero, but let's not go there.
//
if (period < TimeSpan.Zero)
throw new ArgumentOutOfRangeException("period");
if (action == null)
throw new ArgumentNullException("action");
var timer = new DispatcherTimer();
var state1 = state;
timer.Tick += (o, e) =>
{
state1 = action(state1);
};
timer.Interval = period;
timer.Start();
return Disposable.Create(() =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
t.Stop();
action = _ => _;
}
});
}
}
}
#endif