// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the Apache 2.0 License.
// See the LICENSE file in the project root for more information.
#if !WINDOWS
using System.Reactive.Disposables;
using System.Threading;
namespace System.Reactive.Concurrency
{
///
/// Represents an object that schedules units of work on a .
///
///
/// This scheduler type is typically used indirectly through the and methods that use the Dispatcher on the calling thread.
///
public class DispatcherScheduler : LocalScheduler, ISchedulerPeriodic
{
///
/// Gets the scheduler that schedules work on the current .
///
[Obsolete(Constants_WindowsThreading.OBSOLETE_INSTANCE_PROPERTY)]
public static DispatcherScheduler Instance => new DispatcherScheduler(System.Windows.Threading.Dispatcher.CurrentDispatcher);
///
/// Gets the scheduler that schedules work on the for the current thread.
///
public static DispatcherScheduler Current
{
get
{
var dispatcher = System.Windows.Threading.Dispatcher.FromThread(Thread.CurrentThread);
if (dispatcher == null)
throw new InvalidOperationException(Strings_WindowsThreading.NO_DISPATCHER_CURRENT_THREAD);
return new DispatcherScheduler(dispatcher);
}
}
///
/// Constructs a that schedules units of work on the given .
///
/// to schedule work on.
/// is null.
public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher)
{
if (dispatcher == null)
throw new ArgumentNullException(nameof(dispatcher));
Dispatcher = dispatcher;
Priority = Windows.Threading.DispatcherPriority.Normal;
}
///
/// Constructs a that schedules units of work on the given at the given priority.
///
/// to schedule work on.
/// Priority at which units of work are scheduled.
/// is null.
public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher, System.Windows.Threading.DispatcherPriority priority)
{
if (dispatcher == null)
throw new ArgumentNullException(nameof(dispatcher));
Dispatcher = dispatcher;
Priority = priority;
}
///
/// Gets the associated with the .
///
public System.Windows.Threading.Dispatcher Dispatcher { get; }
///
/// Gets the priority at which work items will be dispatched.
///
public System.Windows.Threading.DispatcherPriority Priority { get; }
///
/// 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(nameof(action));
var d = new SingleAssignmentDisposable();
Dispatcher.BeginInvoke(
new Action(() =>
{
if (!d.IsDisposed)
{
d.Disposable = action(this, state);
}
}),
Priority
);
return d;
}
///
/// Schedules an action to be executed after on the dispatcher, using a 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(nameof(action));
var dt = Scheduler.Normalize(dueTime);
if (dt.Ticks == 0)
{
return Schedule(state, action);
}
return ScheduleSlow(state, dt, action);
}
private IDisposable ScheduleSlow(TState state, TimeSpan dueTime, Func action)
{
var d = new MultipleAssignmentDisposable();
var timer = new System.Windows.Threading.DispatcherTimer(Priority, Dispatcher);
timer.Tick += (s, e) =>
{
var t = Interlocked.Exchange(ref timer, null);
if (t != null)
{
try
{
d.Disposable = action(this, state);
}
finally
{
t.Stop();
action = null;
}
}
};
timer.Interval = dueTime;
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 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 .
public IDisposable SchedulePeriodic(TState state, TimeSpan period, Func action)
{
if (period < TimeSpan.Zero)
throw new ArgumentOutOfRangeException(nameof(period));
if (action == null)
throw new ArgumentNullException(nameof(action));
var timer = new System.Windows.Threading.DispatcherTimer(Priority, Dispatcher);
var state1 = state;
timer.Tick += (s, 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