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/* Copyright 2016 Software Freedom Conservancy Inc.
*
* This software is licensed under the GNU Lesser General Public License
* (version 2.1 or later). See the COPYING file in this distribution.
*/
// TimedQueue is a specialized collection class. It holds items in order, but rather than being
// manually dequeued, they are dequeued automatically after a specified amount of time has elapsed
// for that item. As of today, it's possible the item will be dequeued a bit later than asked
// for, but it will never be early. Future implementations might tighten up the lateness.
//
// The original design was to use a signal to notify when an item has been dequeued, but Vala has
// a bug with passing an unnamed type as a signal parameter:
// https://bugzilla.gnome.org/show_bug.cgi?id=628639
//
// The rate the items come off the queue can be spaced out. Note that this can cause items to back
// up. As of today, TimedQueue makes no effort to combat this.
public delegate void DequeuedCallback<G>(G item);
public class HashTimedQueue<G> {
private class Element<G> {
public G item;
public ulong ready;
public Element(G item, ulong ready) {
this.item = item;
this.ready = ready;
}
public static int64 comparator(void *a, void *b) {
return (int64) ((Element *) a)->ready - (int64) ((Element *) b)->ready;
}
}
private uint hold_msec;
private unowned DequeuedCallback<G> callback;
private Gee.EqualDataFunc<G> equal_func;
private int priority;
private uint timer_id = 0;
private SortedList<Element<G>> queue;
private uint dequeue_spacing_msec = 0;
private ulong last_dequeue = 0;
private bool paused_state = false;
private Gee.HashMap<G, int> item_count;
public virtual signal void paused(bool is_paused) {
}
// Initial design was to have a signal that passed the dequeued G, but bug in valac meant
// finding a workaround, namely using a delegate:
// https://bugzilla.gnome.org/show_bug.cgi?id=628639
public HashTimedQueue(uint hold_msec, DequeuedCallback<G> callback,
owned Gee.HashDataFunc<G>? hash_func = null,
owned Gee.EqualDataFunc<G>? equal_func = null, int priority = Priority.DEFAULT) {
this.hold_msec = hold_msec;
this.callback = callback;
if (equal_func != null)
this.equal_func = (owned) equal_func;
else
this.equal_func = (Gee.EqualDataFunc<G>) (Gee.Functions.get_equal_func_for(typeof(G)));
this.priority = priority;
queue = new SortedList<Element<G>>(Element.comparator);
timer_id = Timeout.add(get_heartbeat_timeout(), on_heartbeat, priority);
item_count = new Gee.HashMap<G, int>((owned) hash_func, (owned) equal_func);
}
~HashTimedQueue() {
if (timer_id != 0)
Source.remove(timer_id);
}
public uint get_dequeue_spacing_msec() {
return dequeue_spacing_msec;
}
public void set_dequeue_spacing_msec(uint msec) {
if (msec == dequeue_spacing_msec)
return;
if (timer_id != 0)
Source.remove(timer_id);
dequeue_spacing_msec = msec;
timer_id = Timeout.add(get_heartbeat_timeout(), on_heartbeat, priority);
}
private uint get_heartbeat_timeout() {
return ((dequeue_spacing_msec == 0)
? (hold_msec / 10)
: (dequeue_spacing_msec / 2)).clamp(10, uint.MAX);
}
public bool is_paused() {
return paused_state;
}
public void pause() {
if (paused_state)
return;
paused_state = true;
paused(true);
}
public void unpause() {
if (!paused_state)
return;
paused_state = false;
paused(false);
}
public void clear() {
lock(queue) {
item_count.clear();
queue.clear();
}
}
public bool contains(G item) {
lock(queue) {
return item_count.has_key(item);
}
}
public bool enqueue(G item) {
lock(queue) {
if (!queue.add(new Element<G>(item, calc_ready_time()))) {
return false;
}
item_count.set(item, item_count.has_key(item) ? item_count.get(item) + 1 : 1);
return true;
}
}
public bool enqueue_many(Gee.Collection<G> items) {
ulong ready_time = calc_ready_time();
Gee.ArrayList<Element<G>> elements = new Gee.ArrayList<Element<G>>();
foreach (G item in items)
elements.add(new Element<G>(item, ready_time));
lock(queue) {
if (!queue.add_list(elements)) {
return false;
}
foreach (G item in items) {
item_count.set(item, item_count.has_key(item) ? item_count.get(item) + 1 : 1);
}
}
return true;
}
public bool remove_first(G item) {
lock(queue) {
var item_removed = false;
var iter = queue.iterator();
while (iter.next()) {
Element<G> e = iter.get();
if (equal_func(item, e.item)) {
iter.remove();
item_removed = true;
break;
}
}
if (!item_removed) {
return false;
}
removed(item);
}
return true;
}
public int size {
get {
lock(queue) {
return queue.size;
}
}
}
private ulong calc_ready_time() {
return now_ms() + (ulong) hold_msec;
}
private bool on_heartbeat() {
if (paused_state)
return true;
ulong now = 0;
for (;;) {
if (queue.size == 0)
break;
G? item = null;
lock(queue) {
Element<G>? head = queue.get_at(0);
assert(head != null);
if (now == 0)
now = now_ms();
if (head.ready > now)
break;
// if a space of time is required between dequeues, check now
if ((dequeue_spacing_msec != 0) && ((now - last_dequeue) < dequeue_spacing_msec))
break;
Element<G>? h = queue.remove_at(0);
assert(head == h);
removed(head.item);
item = head.item;
}
callback(item);
last_dequeue = now;
// if a dequeue spacing is in place, it's a lock that only one item is dequeued per
// heartbeat
if (dequeue_spacing_msec != 0)
break;
}
return true;
}
// Not locking. This is always called with the lock hold
private void removed(G item) {
// item in question is either already removed
// or was never added, safe to do nothing here
if (!item_count.has_key(item))
return;
int count = item_count.get(item);
assert(count > 0);
if (--count == 0)
item_count.unset(item);
else
item_count.set(item, count);
}
}
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