corrade-vassal – Rev
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///////////////////////////////////////////////////////////////////////////
// Copyright (C) Wizardry and Steamworks 2013 - License: GNU GPLv3 //
// Please see: http://www.gnu.org/licenses/gpl.html for legal details, //
// rights of fair usage, the disclaimer and warranty conditions. //
///////////////////////////////////////////////////////////////////////////
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Serialization;
namespace wasSharp
{
public static class Time
{
public delegate void TimerCallback(object state);
/// <summary>
/// Convert an Unix timestamp to a DateTime structure.
/// </summary>
/// <param name="unixTimestamp">the Unix timestamp to convert</param>
/// <returns>the DateTime structure</returns>
/// <remarks>the function assumes UTC time</remarks>
public static DateTime UnixTimestampToDateTime(uint unixTimestamp)
{
return new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc).AddSeconds(unixTimestamp).ToUniversalTime();
}
/// <summary>
/// Convert a DateTime structure to a Unix timestamp.
/// </summary>
/// <param name="dateTime">the DateTime structure to convert</param>
/// <returns>the Unix timestamp</returns>
/// <remarks>the function assumes UTC time</remarks>
public static uint DateTimeToUnixTimestamp(DateTime dateTime)
{
return (uint) (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc)).TotalSeconds;
}
public sealed class Timer : IDisposable
{
private static readonly Task CompletedTask = Task.FromResult(false);
private readonly TimerCallback Callback;
private readonly object State;
private Task Delay;
private bool Disposed;
private int Period;
private CancellationTokenSource TokenSource;
public Timer(TimerCallback callback, object state, int dueTime, int period)
{
Callback = callback;
State = state;
Period = period;
Reset(dueTime);
}
public Timer(TimerCallback callback, object state, TimeSpan dueTime, TimeSpan period)
: this(callback, state, (int) dueTime.TotalMilliseconds, (int) period.TotalMilliseconds)
{
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~Timer()
{
Dispose(false);
}
private void Dispose(bool cleanUpManagedObjects)
{
if (cleanUpManagedObjects)
Cancel();
Disposed = true;
}
public void Change(int dueTime, int period)
{
Period = period;
Reset(dueTime);
}
public void Change(TimeSpan dueTime, TimeSpan period)
{
Change((int) dueTime.TotalMilliseconds, (int) period.TotalMilliseconds);
}
private void Reset(int due)
{
Cancel();
if (due >= 0)
{
TokenSource = new CancellationTokenSource();
Action tick = null;
tick = () =>
{
Task.Run(() => Callback(State));
if (Disposed || Period < 0) return;
Delay = Period > 0 ? Task.Delay(Period, TokenSource.Token) : CompletedTask;
Delay.ContinueWith(t => tick(), TokenSource.Token);
};
Delay = due > 0 ? Task.Delay(due, TokenSource.Token) : CompletedTask;
Delay.ContinueWith(t => tick(), TokenSource.Token);
}
}
private void Cancel()
{
if (TokenSource != null)
{
TokenSource.Cancel();
TokenSource.Dispose();
TokenSource = null;
}
}
}
///////////////////////////////////////////////////////////////////////////
// Copyright (C) Wizardry and Steamworks 2015 - License: GNU GPLv3 //
///////////////////////////////////////////////////////////////////////////
/// <summary>
/// Given a number of allowed events per seconds, this class allows you
/// to determine via the IsSafe property whether it is safe to trigger
/// another lined-up event. This is mostly used to check that throttles
/// are being respected.
/// </summary>
public sealed class TimedThrottle : IDisposable
{
private readonly uint EventsAllowed;
private readonly object LockObject = new object();
private Timer timer;
private uint TriggeredEvents;
public TimedThrottle(uint events, uint seconds)
{
EventsAllowed = events;
if (timer == null)
{
timer = new Timer(o =>
{
lock (LockObject)
{
TriggeredEvents = 0;
}
}, null, (int) seconds, (int) seconds);
}
}
public bool IsSafe
{
get
{
lock (LockObject)
{
return ++TriggeredEvents <= EventsAllowed;
}
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~TimedThrottle()
{
Dispose(false);
}
private void Dispose(bool dispose)
{
if (timer != null)
{
timer.Dispose();
timer = null;
}
}
}
///////////////////////////////////////////////////////////////////////////
// Copyright (C) Wizardry and Steamworks 2013 - License: GNU GPLv3 //
///////////////////////////////////////////////////////////////////////////
/// <summary>
/// An alarm class similar to the UNIX alarm with the added benefit
/// of a decaying timer that tracks the time between rescheduling.
/// </summary>
/// <remarks>
/// (C) Wizardry and Steamworks 2013 - License: GNU GPLv3
/// </remarks>
public sealed class DecayingAlarm : IDisposable
{
[Flags]
public enum DECAY_TYPE
{
[Reflection.NameAttribute("none")] [XmlEnum(Name = "none")] NONE = 0,
[Reflection.NameAttribute("arithmetic")] [XmlEnum(Name = "arithmetic")] ARITHMETIC = 1,
[Reflection.NameAttribute("geometric")] [XmlEnum(Name = "geometric")] GEOMETRIC = 2,
[Reflection.NameAttribute("harmonic")] [XmlEnum(Name = "harmonic")] HARMONIC = 4,
[Reflection.NameAttribute("weighted")] [XmlEnum(Name = "weighted")] WEIGHTED = 5
}
private readonly DECAY_TYPE decay = DECAY_TYPE.NONE;
private readonly Stopwatch elapsed = new Stopwatch();
private readonly object LockObject = new object();
private readonly HashSet<double> times = new HashSet<double>();
private Timer alarm;
/// <summary>
/// The default constructor using no decay.
/// </summary>
public DecayingAlarm()
{
Signal = new ManualResetEvent(false);
}
/// <summary>
/// The constructor for the DecayingAlarm class taking as parameter a decay type.
/// </summary>
/// <param name="decay">the type of decay: arithmetic, geometric, harmonic, heronian or quadratic</param>
public DecayingAlarm(DECAY_TYPE decay)
{
Signal = new ManualResetEvent(false);
this.decay = decay;
}
public ManualResetEvent Signal { get; set; }
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~DecayingAlarm()
{
Dispose(false);
}
public void Alarm(double deadline)
{
lock (LockObject)
{
switch (alarm == null)
{
case true:
elapsed.Start();
alarm = new Timer(o =>
{
lock (LockObject)
{
Signal.Set();
elapsed.Stop();
times.Clear();
alarm.Dispose();
alarm = null;
}
}, null, (int) deadline, 0);
return;
case false:
elapsed.Stop();
times.Add(elapsed.ElapsedMilliseconds);
switch (decay)
{
case DECAY_TYPE.ARITHMETIC:
alarm?.Change(
(int) ((deadline + times.Aggregate((a, b) => b + a))/(1f + times.Count)), 0);
break;
case DECAY_TYPE.GEOMETRIC:
alarm?.Change((int) Math.Pow(deadline*times.Aggregate((a, b) => b*a),
1f/(1f + times.Count)), 0);
break;
case DECAY_TYPE.HARMONIC:
alarm?.Change((int) ((1f + times.Count)/
(1f/deadline + times.Aggregate((a, b) => 1f/b + 1f/a))), 0);
break;
case DECAY_TYPE.WEIGHTED:
var d = new HashSet<double>(times) {deadline};
var total = d.Aggregate((a, b) => b + a);
alarm?.Change(
(int) d.Aggregate((a, b) => Math.Pow(a, 2)/total + Math.Pow(b, 2)/total), 0);
break;
default:
alarm?.Change((int) deadline, 0);
break;
}
elapsed.Reset();
elapsed.Start();
break;
}
}
}
private void Dispose(bool dispose)
{
if (alarm != null)
{
alarm.Dispose();
alarm = null;
}
}
public DecayingAlarm Clone()
{
return new DecayingAlarm(decay);
}
}
}
}
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