// Based on https://github.com/nickgravelyn/UnityToolbag/blob/master/Future/Future.cs /* * The MIT License (MIT) Copyright (c) 2017, Nick Gravelyn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ using System; using System.Collections.Generic; namespace BestHTTP.Futures { /// /// Describes the state of a future. /// public enum FutureState { /// /// The future hasn't begun to resolve a value. /// Pending, /// /// The future is working on resolving a value. /// Processing, /// /// The future has a value ready. /// Success, /// /// The future failed to resolve a value. /// Error } /// /// Defines the interface of an object that can be used to track a future value. /// /// The type of object being retrieved. public interface IFuture { /// /// Gets the state of the future. /// FutureState state { get; } /// /// Gets the value if the State is Success. /// T value { get; } /// /// Gets the failure exception if the State is Error. /// Exception error { get; } /// /// Adds a new Callback to invoke when an intermediate result is known. /// /// The Callback to invoke. /// The future so additional calls can be chained together. IFuture OnItem(FutureValueCallback callback); /// /// Adds a new Callback to invoke if the future value is retrieved successfully. /// /// The Callback to invoke. /// The future so additional calls can be chained together. IFuture OnSuccess(FutureValueCallback callback); /// /// Adds a new Callback to invoke if the future has an error. /// /// The Callback to invoke. /// The future so additional calls can be chained together. IFuture OnError(FutureErrorCallback callback); /// /// Adds a new Callback to invoke if the future value is retrieved successfully or has an error. /// /// The Callback to invoke. /// The future so additional calls can be chained together. IFuture OnComplete(FutureCallback callback); } /// /// Defines the signature for callbacks used by the future. /// /// The future. public delegate void FutureCallback(IFuture future); public delegate void FutureValueCallback(T value); public delegate void FutureErrorCallback(Exception error); /// /// An implementation of that can be used internally by methods that return futures. /// /// /// Methods should always return the interface when calling code requests a future. /// This class is intended to be constructed internally in the method to provide a simple implementation of /// the interface. By returning the interface instead of the class it ensures the implementation can change /// later on if requirements change, without affecting the calling code. /// /// The type of object being retrieved. public class Future : IFuture { private volatile FutureState _state; private T _value; private Exception _error; private Func _processFunc; private readonly List> _itemCallbacks = new List>(); private readonly List> _successCallbacks = new List>(); private readonly List _errorCallbacks = new List(); private readonly List> _complationCallbacks = new List>(); /// /// Gets the state of the future. /// public FutureState state { get { return _state; } } /// /// Gets the value if the State is Success. /// public T value { get { if (_state != FutureState.Success && _state != FutureState.Processing) { throw new InvalidOperationException("value is not available unless state is Success or Processing."); } return _value; } } /// /// Gets the failure exception if the State is Error. /// public Exception error { get { if (_state != FutureState.Error) { throw new InvalidOperationException("error is not available unless state is Error."); } return _error; } } /// /// Initializes a new instance of the class. /// public Future() { _state = FutureState.Pending; } public IFuture OnItem(FutureValueCallback callback) { if (_state < FutureState.Success && !_itemCallbacks.Contains(callback)) _itemCallbacks.Add(callback); return this; } /// /// Adds a new Callback to invoke if the future value is retrieved successfully. /// /// The Callback to invoke. /// The future so additional calls can be chained together. public IFuture OnSuccess(FutureValueCallback callback) { if (_state == FutureState.Success) { callback(this.value); } else if (_state != FutureState.Error && !_successCallbacks.Contains(callback)) { _successCallbacks.Add(callback); } return this; } /// /// Adds a new Callback to invoke if the future has an error. /// /// The Callback to invoke. /// The future so additional calls can be chained together. public IFuture OnError(FutureErrorCallback callback) { if (_state == FutureState.Error) { callback(this.error); } else if (_state != FutureState.Success && !_errorCallbacks.Contains(callback)) { _errorCallbacks.Add(callback); } return this; } /// /// Adds a new Callback to invoke if the future value is retrieved successfully or has an error. /// /// The Callback to invoke. /// The future so additional calls can be chained together. public IFuture OnComplete(FutureCallback callback) { if (_state == FutureState.Success || _state == FutureState.Error) { callback(this); } else { if (!_complationCallbacks.Contains(callback)) _complationCallbacks.Add(callback); } return this; } /// /// Begins running a given function on a background thread to resolve the future's value, as long /// as it is still in the Pending state. /// /// The function that will retrieve the desired value. public IFuture Process(Func func) { if (_state != FutureState.Pending) { throw new InvalidOperationException("Cannot process a future that isn't in the Pending state."); } BeginProcess(); _processFunc = func; #if NETFX_CORE #pragma warning disable 4014 Windows.System.Threading.ThreadPool.RunAsync(ThreadFunc); #pragma warning restore 4014 #else System.Threading.ThreadPool.QueueUserWorkItem(ThreadFunc); #endif return this; } private #if NETFX_CORE async #endif void ThreadFunc(object param) { try { // Directly call the Impl version to avoid the state validation of the public method AssignImpl(_processFunc()); } catch (Exception e) { // Directly call the Impl version to avoid the state validation of the public method FailImpl(e); } finally { _processFunc = null; } } /// /// Allows manually assigning a value to a future, as long as it is still in the pending state. /// /// /// There are times where you may not need to do background processing for a value. For example, /// you may have a cache of values and can just hand one out. In those cases you still want to /// return a future for the method signature, but can just call this method to fill in the future. /// /// The value to assign the future. public void Assign(T value) { if (_state != FutureState.Pending && _state != FutureState.Processing) { throw new InvalidOperationException("Cannot assign a value to a future that isn't in the Pending or Processing state."); } AssignImpl(value); } public void BeginProcess(T initialItem = default(T)) { _state = FutureState.Processing; _value = initialItem; } public void AssignItem(T value) { _value = value; _error = null; foreach (var callback in _itemCallbacks) callback(this.value); } /// /// Allows manually failing a future, as long as it is still in the pending state. /// /// /// As with the Assign method, there are times where you may know a future value is a failure without /// doing any background work. In those cases you can simply fail the future manually and return it. /// /// The exception to use to fail the future. public void Fail(Exception error) { if (_state != FutureState.Pending && _state != FutureState.Processing) { throw new InvalidOperationException("Cannot fail future that isn't in the Pending or Processing state."); } FailImpl(error); } private void AssignImpl(T value) { _value = value; _error = null; _state = FutureState.Success; FlushSuccessCallbacks(); } private void FailImpl(Exception error) { _value = default(T); _error = error; _state = FutureState.Error; FlushErrorCallbacks(); } private void FlushSuccessCallbacks() { foreach (var callback in _successCallbacks) callback(this.value); FlushComplationCallbacks(); } private void FlushErrorCallbacks() { foreach (var callback in _errorCallbacks) callback(this.error); FlushComplationCallbacks(); } private void FlushComplationCallbacks() { foreach (var callback in _complationCallbacks) callback(this); ClearCallbacks(); } private void ClearCallbacks() { _itemCallbacks.Clear(); _successCallbacks.Clear(); _errorCallbacks.Clear(); _complationCallbacks.Clear(); } } }