a575963da9
Former-commit-id: da6be194a6b1221998fc28233f2503bd61dd9d14
248 lines
9.7 KiB
C#
248 lines
9.7 KiB
C#
// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
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#if !WINDOWS
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using System.Reactive.Disposables;
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using System.Threading;
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namespace System.Reactive.Concurrency
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{
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/// <summary>
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/// Represents an object that schedules units of work on a <see cref="System.Windows.Threading.Dispatcher"/>.
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/// </summary>
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/// <remarks>
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/// This scheduler type is typically used indirectly through the <see cref="System.Reactive.Linq.DispatcherObservable.ObserveOnDispatcher<TSource>(IObservable<TSource>)"/> and <see cref="System.Reactive.Linq.DispatcherObservable.SubscribeOnDispatcher<TSource>(IObservable<TSource>)"/> methods that use the Dispatcher on the calling thread.
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/// </remarks>
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public class DispatcherScheduler : LocalScheduler, ISchedulerPeriodic
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{
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/// <summary>
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/// Gets the scheduler that schedules work on the current <see cref="System.Windows.Threading.Dispatcher"/>.
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/// </summary>
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[Obsolete(Constants_WindowsThreading.OBSOLETE_INSTANCE_PROPERTY)]
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public static DispatcherScheduler Instance
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{
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get
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{
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return new DispatcherScheduler(
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#if USE_SL_DISPATCHER
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System.Windows.Deployment.Current.Dispatcher
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#else
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System.Windows.Threading.Dispatcher.CurrentDispatcher
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#endif
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);
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}
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}
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/// <summary>
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/// Gets the scheduler that schedules work on the <see cref="System.Windows.Threading.Dispatcher"/> for the current thread.
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/// </summary>
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public static DispatcherScheduler Current
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{
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get
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{
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#if USE_SL_DISPATCHER
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return new DispatcherScheduler(System.Windows.Deployment.Current.Dispatcher);
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#else
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var dispatcher = System.Windows.Threading.Dispatcher.FromThread(Thread.CurrentThread);
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if (dispatcher == null)
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throw new InvalidOperationException(Strings_WindowsThreading.NO_DISPATCHER_CURRENT_THREAD);
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return new DispatcherScheduler(dispatcher);
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#endif
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}
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}
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System.Windows.Threading.Dispatcher _dispatcher;
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#if HAS_DISPATCHER_PRIORITY
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System.Windows.Threading.DispatcherPriority _priority;
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#endif
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/// <summary>
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/// Constructs a DispatcherScheduler that schedules units of work on the given <see cref="System.Windows.Threading.Dispatcher"/>.
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/// </summary>
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/// <param name="dispatcher">Dispatcher to schedule work on.</param>
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/// <exception cref="ArgumentNullException"><paramref name="dispatcher"/> is null.</exception>
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public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher)
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{
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if (dispatcher == null)
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throw new ArgumentNullException("dispatcher");
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_dispatcher = dispatcher;
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#if HAS_DISPATCHER_PRIORITY
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_priority = Windows.Threading.DispatcherPriority.Normal;
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#endif
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}
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#if HAS_DISPATCHER_PRIORITY
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/// <summary>
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/// Constructs a DispatcherScheduler that schedules units of work on the given <see cref="System.Windows.Threading.Dispatcher"/> at the given priority.
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/// </summary>
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/// <param name="dispatcher">Dispatcher to schedule work on.</param>
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/// <param name="priority">Priority at which units of work are scheduled.</param>
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/// <exception cref="ArgumentNullException"><paramref name="dispatcher"/> is null.</exception>
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public DispatcherScheduler(System.Windows.Threading.Dispatcher dispatcher, System.Windows.Threading.DispatcherPriority priority)
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{
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if (dispatcher == null)
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throw new ArgumentNullException("dispatcher");
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_dispatcher = dispatcher;
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_priority = priority;
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}
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#endif
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/// <summary>
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/// Gets the <see cref="System.Windows.Threading.Dispatcher"/> associated with the DispatcherScheduler.
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/// </summary>
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public System.Windows.Threading.Dispatcher Dispatcher
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{
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get { return _dispatcher; }
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}
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#if HAS_DISPATCHER_PRIORITY
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/// <summary>
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/// Gets the priority at which work items will be dispatched.
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/// </summary>
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public System.Windows.Threading.DispatcherPriority Priority
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{
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get { return _priority; }
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}
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#endif
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/// <summary>
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/// Schedules an action to be executed on the dispatcher.
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/// </summary>
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/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
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/// <param name="state">State passed to the action to be executed.</param>
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/// <param name="action">Action to be executed.</param>
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/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
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/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
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public override IDisposable Schedule<TState>(TState state, Func<IScheduler, TState, IDisposable> action)
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{
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if (action == null)
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throw new ArgumentNullException("action");
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var d = new SingleAssignmentDisposable();
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_dispatcher.BeginInvoke(
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new Action(() =>
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{
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if (!d.IsDisposed)
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d.Disposable = action(this, state);
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})
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#if HAS_DISPATCHER_PRIORITY
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, _priority
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#endif
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);
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return d;
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}
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/// <summary>
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/// Schedules an action to be executed after dueTime on the dispatcher, using a <see cref="System.Windows.Threading.DispatcherTimer"/> object.
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/// </summary>
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/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
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/// <param name="state">State passed to the action to be executed.</param>
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/// <param name="action">Action to be executed.</param>
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/// <param name="dueTime">Relative time after which to execute the action.</param>
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/// <returns>The disposable object used to cancel the scheduled action (best effort).</returns>
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/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
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public override IDisposable Schedule<TState>(TState state, TimeSpan dueTime, Func<IScheduler, TState, IDisposable> action)
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{
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if (action == null)
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throw new ArgumentNullException("action");
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var dt = Scheduler.Normalize(dueTime);
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if (dt.Ticks == 0)
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return Schedule(state, action);
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var d = new MultipleAssignmentDisposable();
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var timer = new System.Windows.Threading.DispatcherTimer(
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#if HAS_DISPATCHER_PRIORITY
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_priority, _dispatcher
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#elif DESKTOPCLR40 // BACKWARDS COMPATIBILITY with v1.x
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System.Windows.Threading.DispatcherPriority.Background, _dispatcher
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#endif
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);
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timer.Tick += (s, e) =>
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{
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var t = Interlocked.Exchange(ref timer, null);
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if (t != null)
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{
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try
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{
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d.Disposable = action(this, state);
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}
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finally
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{
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t.Stop();
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action = null;
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}
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}
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};
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timer.Interval = dt;
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timer.Start();
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d.Disposable = Disposable.Create(() =>
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{
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var t = Interlocked.Exchange(ref timer, null);
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if (t != null)
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{
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t.Stop();
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action = (_, __) => Disposable.Empty;
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}
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});
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return d;
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}
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/// <summary>
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/// Schedules a periodic piece of work on the dispatcher, using a <see cref="System.Windows.Threading.DispatcherTimer"/> object.
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/// </summary>
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/// <typeparam name="TState">The type of the state passed to the scheduled action.</typeparam>
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/// <param name="state">Initial state passed to the action upon the first iteration.</param>
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/// <param name="period">Period for running the work periodically.</param>
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/// <param name="action">Action to be executed, potentially updating the state.</param>
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/// <returns>The disposable object used to cancel the scheduled recurring action (best effort).</returns>
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/// <exception cref="ArgumentNullException"><paramref name="action"/> is null.</exception>
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/// <exception cref="ArgumentOutOfRangeException"><paramref name="period"/> is less than TimeSpan.Zero.</exception>
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public IDisposable SchedulePeriodic<TState>(TState state, TimeSpan period, Func<TState, TState> action)
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{
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if (period < TimeSpan.Zero)
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throw new ArgumentOutOfRangeException("period");
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if (action == null)
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throw new ArgumentNullException("action");
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var timer = new System.Windows.Threading.DispatcherTimer(
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#if HAS_DISPATCHER_PRIORITY
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_priority, _dispatcher
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#elif DESKTOPCLR40 // BACKWARDS COMPATIBILITY with v1.x
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System.Windows.Threading.DispatcherPriority.Background, _dispatcher
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#endif
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);
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var state1 = state;
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timer.Tick += (s, e) =>
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{
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state1 = action(state1);
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};
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timer.Interval = period;
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timer.Start();
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return Disposable.Create(() =>
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{
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var t = Interlocked.Exchange(ref timer, null);
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if (t != null)
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{
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t.Stop();
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action = _ => _;
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}
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});
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}
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}
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}
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#endif |