Unity Udexreal开发插件包
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//------------------------------------------------------------------------------
// 此代码版权(除特别声明或在XREF结尾的命名空间的代码)归作者本人若汝棋茗所有
// 源代码使用协议遵循本仓库的开源协议及附加协议,若本仓库没有设置,则按MIT开源协议授权
// CSDN博客:https://blog.csdn.net/qq_40374647
// 哔哩哔哩视频:https://space.bilibili.com/94253567
// Gitee源代码仓库:https://gitee.com/RRQM_Home
// Github源代码仓库:https://github.com/RRQM
// API首页:https://www.yuque.com/rrqm/touchsocket/index
// 交流QQ群:234762506
// 感谢您的下载和使用
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
using System;
using System.Threading;
using TouchSocket.Core;
namespace TouchSocket.Rpc.TouchRpc
{
/// <summary>
/// 关于具有流速的操作器。
/// </summary>
public abstract class FlowOperator
{
/// <summary>
/// 已完成长度
/// </summary>
protected long completedLength;
/// <summary>
/// 进度
/// </summary>
protected float m_progress;
private long m_speed;
private long m_speedTemp;
/// <summary>
/// 已完成长度
/// </summary>
/// <returns></returns>
public long CompletedLength { get => completedLength; }
/// <summary>
/// 由<see cref="Result"/>的结果,判断是否已结束操作。
/// </summary>
public virtual bool IsEnd { get => Result.ResultCode != ResultCode.Default; }
/// <summary>
/// 数据源的全部长度。
/// </summary>
public long Length { get; protected set; }
/// <summary>
/// 最大传输速度。
/// </summary>
public int MaxSpeed { get; protected set; } = int.MaxValue;
/// <summary>
/// 元数据
/// </summary>
public Metadata Metadata { get; set; }
/// <summary>
/// 进度
/// </summary>
public float Progress => m_progress;
/// <summary>
/// 执行结果
/// </summary>
public Result Result { get; protected set; }
/// <summary>
/// 超时时间,默认10*1000ms。
/// </summary>
public TimeSpan Timeout { get; set; } = TimeSpan.FromSeconds(10);
/// <summary>
/// 可取消令箭
/// </summary>
public CancellationToken Token { get; set; }
/// <summary>
/// 从上次获取到此次获得的速度
/// </summary>
/// <returns></returns>
public long Speed()
{
m_speed = m_speedTemp;
m_speedTemp = 0;
return m_speed;
}
internal void SetLength(long len)
{
Length = len;
}
/// <summary>
/// 设置结果状态
/// </summary>
/// <param name="result"></param>
/// <returns></returns>
internal Result SetResult(Result result)
{
Result = result;
return result;
}
/// <summary>
/// 添加流速(线程安全)
/// </summary>
/// <param name="flow"></param>
protected internal virtual void AddFlow(int flow)
{
Interlocked.Add(ref m_speedTemp, flow);
m_progress = (float)((double)Interlocked.Add(ref completedLength, flow) / Length);
}
}
}