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>
/// 等待处理数据
/// </summary>
/// <typeparam name="T"></typeparam>
public class WaitHandlePool<T> : DisposableObject where T : IWaitResult
{
private readonly ConcurrentDictionary<long, WaitData<T>> m_waitDic;
private readonly ConcurrentQueue<WaitData<T>> m_waitQueue;
/// <summary>
/// 构造函数
/// </summary>
public WaitHandlePool()
{
m_waitDic = new ConcurrentDictionary<long, WaitData<T>>();
m_waitQueue = new ConcurrentQueue<WaitData<T>>();
}
/// <summary>
/// 销毁
/// </summary>
/// <param name="waitData"></param>
public void Destroy(WaitData<T> waitData)
{
if (waitData.DisposedValue)
{
return;
}
if (m_waitDic.TryRemove(waitData.WaitResult.Sign, out _))
{
waitData.Reset();
m_waitQueue.Enqueue(waitData);
}
}
/// <summary>
/// <inheritdoc/>
/// </summary>
/// <param name="disposing"></param>
protected override void Dispose(bool disposing)
{
foreach (var item in m_waitDic.Values)
{
item.SafeDispose();
}
foreach (var item in m_waitQueue)
{
item.SafeDispose();
}
m_waitDic.Clear();
m_waitQueue.Clear();
base.Dispose(disposing);
}
/// <summary>
/// 取消全部
/// </summary>
public void CancelAll()
{
foreach (var item in m_waitDic.Values)
{
item.Cancel();
}
}
/// <summary>
/// 延迟模式
/// </summary>
public bool DelayModel { get; set; } = false;
private long m_waitCount;
private long m_waitReverseCount;
/// <summary>
/// 获取一个可等待对象
/// </summary>
/// <param name="result"></param>
/// <param name="autoSign">设置为false时,不会生成sign</param>
/// <returns></returns>
public WaitData<T> GetWaitData(T result, bool autoSign = true)
{
if (m_waitQueue.TryDequeue(out var waitData))
{
if (autoSign)
{
result.Sign = Interlocked.Increment(ref m_waitCount);
}
waitData.SetResult(result);
m_waitDic.TryAdd(result.Sign, waitData);
return waitData;
}
waitData = new WaitData<T>();
waitData.DelayModel = DelayModel;
if (autoSign)
{
result.Sign = Interlocked.Increment(ref m_waitCount);
}
waitData.SetResult(result);
m_waitDic.TryAdd(result.Sign, waitData);
return waitData;
}
/// <summary>
/// 获取一个Sign为负数的可等待对象
/// </summary>
/// <param name="result"></param>
/// <param name="autoSign">设置为false时,不会生成sign</param>
/// <returns></returns>
public WaitData<T> GetReverseWaitData(T result, bool autoSign = true)
{
if (m_waitQueue.TryDequeue(out var waitData))
{
if (autoSign)
{
result.Sign = Interlocked.Decrement(ref m_waitReverseCount);
}
waitData.SetResult(result);
m_waitDic.TryAdd(result.Sign, waitData);
return waitData;
}
waitData = new WaitData<T>();
waitData.DelayModel = DelayModel;
if (autoSign)
{
result.Sign = Interlocked.Decrement(ref m_waitReverseCount);
}
waitData.SetResult(result);
m_waitDic.TryAdd(result.Sign, waitData);
return waitData;
}
/// <summary>
/// 让等待对象恢复运行
/// </summary>
/// <param name="sign"></param>
public void SetRun(long sign)
{
if (m_waitDic.TryGetValue(sign, out WaitData<T> waitData))
{
waitData.Set();
}
}
/// <summary>
/// 让等待对象恢复运行
/// </summary>
/// <param name="sign"></param>
/// <param name="waitResult"></param>
public void SetRun(long sign, T waitResult)
{
if (m_waitDic.TryGetValue(sign, out WaitData<T> waitData))
{
waitData.Set(waitResult);
}
}
/// <summary>
/// 让等待对象恢复运行
/// </summary>
/// <param name="waitResult"></param>
public void SetRun(T waitResult)
{
if (m_waitDic.TryGetValue(waitResult.Sign, out WaitData<T> waitData))
{
waitData.Set(waitResult);
}
}
}
}