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.Collections.Concurrent;
using System.Threading;
namespace TouchSocket.Core
{
/// <summary>
/// 队列数据
/// </summary>
public interface IQueueData
{
/// <summary>
/// 数据长度
/// </summary>
int Size { get; }
}
/// <summary>
/// 传输字节
/// </summary>
public class QueueDataBytes : IQueueData
{
/// <summary>
/// 构造函数
/// </summary>
/// <param name="buffer"></param>
/// <param name="offset"></param>
/// <param name="length"></param>
public QueueDataBytes(byte[] buffer, int offset, int length)
{
Offset = offset;
Length = length;
Buffer = buffer;
Size = length;
}
/// <summary>
/// 从指定内存创建一个新对象,且内存也为新创建。
/// </summary>
/// <param name="buffer"></param>
/// <param name="offset"></param>
/// <param name="length"></param>
/// <returns></returns>
public static QueueDataBytes CreateNew(byte[] buffer, int offset, int length)
{
byte[] buf = new byte[length];
Array.Copy(buffer, offset, buf, 0, length);
return new QueueDataBytes(buf);
}
/// <summary>
/// 构造函数
/// </summary>
/// <param name="buffer"></param>
public QueueDataBytes(byte[] buffer) : this(buffer, 0, buffer.Length)
{
}
/// <summary>
/// 数据内存
/// </summary>
public byte[] Buffer { get; }
/// <summary>
/// 长度
/// </summary>
public int Length { get; }
/// <summary>
/// 偏移
/// </summary>
public int Offset { get; }
/// <summary>
/// 尺寸
/// </summary>
public int Size { get; }
}
/// <summary>
/// 智能数据安全队列
/// </summary>
/// <typeparam name="T"></typeparam>
public class IntelligentDataQueue<T> : ConcurrentQueue<T> where T : IQueueData
{
private long m_actualSize;
private bool m_free;
private long m_maxSize;
private Action<bool> m_onQueueChanged;
private bool m_overflowWait;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="maxSize"></param>
public IntelligentDataQueue(long maxSize)
{
m_free = true;
m_overflowWait = true;
MaxSize = maxSize;
}
/// <summary>
/// 构造函数
/// </summary>
public IntelligentDataQueue() : this(1024 * 1024 * 10)
{
}
/// <summary>
/// 实际尺寸
/// </summary>
public long ActualSize => m_actualSize;
/// <summary>
/// 是否有空位允许入队
/// </summary>
public bool Free => m_free;
/// <summary>
/// 允许的最大长度
/// </summary>
public long MaxSize
{
get => m_maxSize;
set
{
if (value < 1)
{
value = 1;
}
m_maxSize = value;
}
}
/// <summary>
/// 在队列修改时
/// </summary>
public Action<bool> OnQueueChanged
{
get => m_onQueueChanged;
set => m_onQueueChanged = value;
}
/// <summary>
/// 溢出等待
/// </summary>
public bool OverflowWait
{
get => m_overflowWait;
set => m_overflowWait = value;
}
/// <summary>
/// 超时时间。默认1000*30ms;
/// </summary>
public int Timeout { get; set; } = 1000 * 30;
/// <summary>
/// 清空队列
/// </summary>
public void Clear(Action<T> onClear)
{
while (base.TryDequeue(out T t))
{
onClear?.Invoke(t);
}
}
/// <summary>
/// 入队
/// </summary>
/// <param name="item"></param>
public new void Enqueue(T item)
{
lock (this)
{
bool free = m_actualSize < m_maxSize;
if (m_free != free)
{
m_free = free;
m_onQueueChanged?.Invoke(m_free);
}
if (m_overflowWait)
{
SpinWait.SpinUntil(Check, Timeout);
}
Interlocked.Add(ref m_actualSize, item.Size);
base.Enqueue(item);
}
}
/// <summary>
/// 出队
/// </summary>
/// <param name="result"></param>
/// <returns></returns>
public new bool TryDequeue(out T result)
{
if (base.TryDequeue(out result))
{
Interlocked.Add(ref m_actualSize, -result.Size);
bool free = m_actualSize < m_maxSize;
if (m_free != free)
{
m_free = free;
m_onQueueChanged?.Invoke(m_free);
}
return true;
}
return false;
}
private bool Check()
{
return m_actualSize < m_maxSize;
}
}
}