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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
65 lines
1.6 KiB
C#
65 lines
1.6 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Data.Linq.Mapping;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Tools.CrashReporter.CrashReportProcess
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{
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class StatusReportLoop : IDisposable
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{
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public TimeSpan InitialPause { get; set; }
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public TimeSpan LoopPeriod { get; set; }
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public void Dispose()
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{
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CancelSource.Cancel();
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lock (TaskMonitor)
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{
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Monitor.PulseAll(TaskMonitor);
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}
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LoopTask.Wait();
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CancelSource.Dispose();
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}
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public StatusReportLoop(TimeSpan InLoopPeriod, Func<TimeSpan, string> LoopFunction)
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{
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InitialPause = TimeSpan.FromSeconds(30);
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LoopPeriod = InLoopPeriod;
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LoopTask = Task.Factory.StartNew(() =>
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{
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var Cancel = CancelSource.Token;
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// Small pause to allow the app to get up and running before we run the first report
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Thread.Sleep(InitialPause);
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DateTime PeriodStartTime = CreationTimeUtc;
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lock (TaskMonitor)
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{
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while (!Cancel.IsCancellationRequested)
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{
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DateTime PeriodEndTime = DateTime.UtcNow;
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string ReportMessage = LoopFunction.Invoke(PeriodEndTime - PeriodStartTime);
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PeriodStartTime = PeriodEndTime;
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if (!string.IsNullOrWhiteSpace(ReportMessage))
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{
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CrashReporterProcessServicer.WriteSlack(ReportMessage);
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}
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Monitor.Wait(TaskMonitor, LoopPeriod);
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}
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}
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});
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}
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private Task LoopTask;
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private readonly CancellationTokenSource CancelSource = new CancellationTokenSource();
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private readonly DateTime CreationTimeUtc = DateTime.UtcNow;
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private readonly Object TaskMonitor = new Object();
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}
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}
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