Using Dispose to stop the timer from being called - c#

Situation
I am using a class containing a Timer object to call a method every X seconds.
This class (as it is part of an MVVM concept) closely connected to a UserControl.XAML.
When the user is "closing" the UserControl class object of "MyClass" (incl. the timer) is no longer needed.
I assume the timer object will continuously execute the method WriteLine("Called after 15 secs") unit Garbage Collector finalizes "MyClass" object.
To avoid this, of course I can manually implement the Dispose method to destroy the timer object. (See example)
Is this the correct approach?
(Also the question if its required to set pullTimer = null)
Thank you in advanced!
Example
class MyClass : IDisposable {
private System.Timers.Timer pullTimer;
public MyClass(){
pullTimer = new System.Timers.Timer(15000);
pullTimer.Elapsed += (s, o) => { System.Diagnostics.Debug.WriteLine("Called after 15 secs"); };
pullTimer.Start();
}
public void Dispose() {
// Disposing action
if(pullTimer != null) {
pullTimer.Dispose();
// below required?
pullTimer = null;
}
}
}

You should call the Stop() method of your timer to keep it from firing.

Agreed with the answer given by Andrew Morton and Alexander.
Besides you can also disable the time during the time when you dont want it to operate.
TimerObject.Enable=false;

Related

Generic BeginInvoke Scheme to ensure function calls in same threading context

I'm moving some code from a winforms control object to a separate object for better modularity. However, there some calls to an external object issuing callbacks, which I have no control of and which can be fired from different threads as the main UI thread. To avoid this I use the well known BeginInvoke scheme to check, whether a call should be transfered to the main UI thread.
When I now move this code to my separated object, I have not necessary a Winforms reference anymore. I could handle over a Control object to still ensure that everything is running in the same thread. But I would rather like to have a generic mechanism which does exactly the same like ensuring, that the Threadconext in which the e.g. the object was created or a specific entry function was called is also used for subsequent calls issued e.g. by external callbacks.
How could this achieved most easily ?
Example:
public class Example
{
ThreadedComponent _Cmp = new ThreadedComponent();
public Example()
{
_Cmp.ThreadedCallback += new ThreadedComponent.CB(Callback);
}
public void StartFunction()
{
// called in ThreadContextA
_Cmp.Start();
}
void Callback(Status s)
{
// is called in ThreadContextB
if(s == SomeStatus)
_Cmp.ContinueFunction(); // must be called in ThreadContextA
}
}
For clarification
ContinueFunction must be called from the same ThreadContext like StartFunction was called. This is not necessarily a UI thread, but at the moment it is of course a button handler.
There is no 'generic' scheme, your class cannot make a lot of assumptions about what thread it is used on and what object can provide the BeginInvoke() method you need. Choose from one of the following options:
Do not help at all, simply document that the event can be raised on a worker thread. Whatever code exists in the GUI layer can of course always figure out how to use BeginInvoke() when needed.
Allow the client code to pass a Control object through your class constructor. You can store it and call its BeginInvoke() method. That works, it isn't terribly pretty because your class now is only usable in a Winforms project.
Expose a property called "SynchronizingObject" of type ISynchronizeInvoke. The GUI layer now has the option to ask you to call ISynchronizeInvoke.BeginInvoke(). Which you do if the property was set, just fire the event directly otherwise. Several .NET Framework classes do this, like Process, FileSystemWatcher, EventLog, etc. It however has the same problem as the previous solution, the interface isn't readily available in a non-Winforms application.
Demand that the client code creates your object on the UI thread. And copy SynchronizationContext.Current in your constructor. You can, later, use its Post() method to invoke. This is the most compatible option, all GUI class libraries in .NET provide a value for this property.
Do keep the trouble in mind when you choose one of the latter bullets. The client code will get the event completely unsynchronized from your thread's code execution. A concrete event handler is somewhat likely to want to access properties on your class to find out more about the state of your class. That state is unlikely to still be valid since your thread has progressed well past the BeginInvoke() call. The client code has no option at all to insert a lock to prevent that from causing trouble. You should strongly consider to not help at all if that's a real issue, it often is.
In C# you cannot assign a thread context to an object, like in Qt for example (C++).
A thread is running in itself, it does not "collect" objects or methods to call them if they were marked somehow.
However synchronizing to a GUI thread in C# is very easy. Instead of the BeginInvoke/Invoke pattern, you can create a System.Windows.Forms.Timer instance, which can call the methods on the non-WinForms objects.
Example:
public interface IMyExternalTask
{
void DoSomething();
}
// ...
List<IMyExternalTask> myTasks = new List<IMyExternalTask>();
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
t.Interval = 1000; // Call it every second
t.Tick += delegate(object sender, EventArgs e) {
foreach (var myTask in myTasks)
myTask.DoSomething();
};
t.Start();
In the example your "external" objects must implement the interface, and they can do their tasks from the DoSomething() method, which will be synchronized to the GUI thread.
These external objects don't have to have any reference to any Windows.Forms object.
I solve the problem using a separate queue which runs its own thread. Function Calls are added to the Queue with a Proxyinterface. It's probably not the most elegant way, but it ensures, that everything added to the queue is executed in the queue's threadcontext. This is a very primitive implementation example just to show the basic idea:
public class Example
{
ThreadQueue _QA = new ThreadQueue();
ThreadedComponent _Cmp = new ThreadedComponent();
public Example()
{
_Cmp.ThreadedCallback += new ThreadedComponent.CB(Callback);
_QA.Start();
}
public void StartFunction()
{
_QA.Enqueue(AT.Start, _Cmp);
}
void Callback(Status s)
{
// is called in ThreadContextB
if(s == SomeStatus)
_QA.Enqueue(new ThreadCompAction(AT.Continue, _Cmp);
}
}
public class ThreadQueue
{
public Queue<IThreadAction> _qActions = new Queue<IThreadAction>();
public Enqueue(IThreadAction a)
{
lock(_qActions)
_qActions.Enqueue(a);
}
public void Start()
{
_thWatchLoop = new Thread(new ThreadStart(ThreadWatchLoop));
_thWatchLoop.Start();
}
void ThreadWatchLoop()
{
// ThreadContext C
while(!bExitLoop)
{
lock (_qActions)
{
while(_qActions.Count > 0)
{
IThreadAction a = _qActions.Dequeue();
a.Execute();
}
}
}
}
}
public class ThreadCmpAction : IThreadAction
{
ThreadedComponent _Inst;
ActionType _AT;
ThreadCmpAction(ActionType AT, ThreadedComponent _Inst)
{
_Inst = Inst;
_AT = AT;
}
void Do()
{
switch(AT)
{
case AT.Start:
_Inst.Start();
case AT.Continue:
_Inst.ContinueFunction;
}
}
}

How to correctly dispose a Form, without risk of an Invoke being called from another thread on a disposed object?

I have a Form which "listens" to events that are raised elsewhere (not on the Form itself, nor one of its child controls). Events are raised by objects which exist even after the Form is disposed, and may be raised in threads other than the one on which the Form handle was created, meaning I need to do an Invoke in the event handler (to show the change on the form, for example).
In the Dispose(bool) method of the form (overridden) I unsubscribed from all events that may still be subscribed when this method is called. However, Invoke is still called sometimes from one of the event handlers. I assume this is because the event handler gets called just a moment before the event is unsubscribed, then OS switches control to the dispose method which executes, and then returns control back to the handler which calls the Invoke method on a disposed object.
Locking the threads doesn't help because a call to Invoke will lock the calling thread until main thread processes the invoked method. This may never happen, because the main thread itself may be waiting for a release of the lock on the object that the Invoke-calling thread has taken, thus creating a deadlock.
So, in short, how do I correctly dispose of a Form, when it is subscribed to external events, which may be raised in different threads?
Here's how some key methods look at the moment. This approach is suffering the problems I described above, but I'm not sure how to correct them.
This is an event handler handling a change of Data part of the model:
private void updateData()
{
if (model != null && model.Data != null)
{
model.Data.SomeDataChanged -= new MyEventHandler(updateSomeData);
model.Data.SomeDataChanged += new MyEventHandler(updateSomeData);
}
updateSomeData();
}
This is an event handler which must make changes to the view:
private void updateSomeData()
{
if (this.InvokeRequired) this.myInvoke(new MethodInvoker(updateSomeData));
else
{
// do the necessary changes
}
}
And the myInvoke method:
private object myInvoke(Delegate method)
{
object res = null;
lock (lockObject)
{
if (!this.IsDisposed) res = this.Invoke(method);
}
return res;
}
My override of the Dispose(bool) method:
protected override void Dispose(bool disposing)
{
lock (lockObject)
{
if (disposing)
{
if (model != null)
{
if (model.Data != null)
{
model.Data.SomeDataChanged -= new MyEventHandler(updateSomeData);
}
// unsubscribe other events, omitted for brevity
}
if (components != null)
{
components.Dispose();
}
}
base.Dispose(disposing);
}
}
Update (as per Alan's request):
I never explicitly call the Dispose method, I let that be done by the framework. The deadlock has so far only happened when the application is closed. Before I did the locking I sometimes got some exceptions thrown when a form was simply closed.
There are two approaches to consider. One is to have a locking object within the Form, and have the internal calls to Dispose and BeginInvoke calls occur within the lock; since neither Dispose nor BeginInvoke should take very long, code should never have to wait long for the lock.
The other approach is to just declare that because of design mistakes in Control.BeginInvoke/Form.BeginInvoke, those methods will sometimes throw an exception that cannot practically be prevented and should simply be swallowed in cases where it won't really matter whether or not the action occurs on a form which has been disposed anyway.
I'd like to provide a sort of addendum to supercat's answer that may be interesting.
Begin by making a CountdownEvent (we'll call it _invoke_counter) with an initial count of 1. This should be a member variable of the form (or control) itself:
private readonly CountdownEvent _invoke_counter = new CountdownEvent(1);
Wrap each use of Invoke/BeginInvoke as follows:
if(_invoke_counter.TryAddCount())
{
try
{
//code using Invoke/BeginInvoke goes here
}
finally { _invoke_counter.Signal(); }
}
Then in your Dispose you can do:
_invoke_counter.Signal();
_invoke_counter.Wait();
This also allows you to do a few other nice things. The CountdownEvent.Wait() function has an overload with a timeout. Perhaps you only want to wait a certain period of time to let the invoking functions finish before letting them die. You could also do something like Wait(100) in a loop with a DoEvents() to keep things responsive if you expect the Invokes to take a long time to finish. There's a lot of niftyness you can achieve with this method.
This should prevent any weird timing race condition type of issues and it's fairly simple to understand and implement. If anyone sees any glaring problems with this, I'd love to hear about them because I use this method in production software.
IMPORTANT: Make sure that the disposal code is on the Finalizer's thread (which it should be in a "natural" disposal). If you try to manually call the Dispose() method from the UI thread, it will deadlock because it will get stuck on the _invoke_counter.Wait(); and the Invokes won't run, etc.
I had the problem with the Invoke method while multithreading, and I found a solution that works like a charm!
I wanted to create a loop in a task that update a label on a form to do monitoring.
But when I closed the form window, my Invoke threw an exception because my Form is disposed !
Here is the pattern I implemented to resolve this problem:
class yourClass : Form
{
private bool isDisposed = false;
private CancellationTokenSource cts;
private bool stopTaskSignal = false;
public yourClass()
{
InitializeComponent();
this.FormClosing += (s, a) =>
{
cts.Cancel();
isDisposed = true;
if (!stopTaskSignal)
a.Cancel = true;
};
}
private void yourClass_Load(object sender, EventArgs e)
{
cts = new CancellationTokenSource();
CancellationToken token = cts.Token;
Task.Factory.StartNew(() =>
{
try
{
while (true)
{
if (token.IsCancellationRequested)
{
token.ThrowIfCancellationRequested();
}
if (this.InvokeRequired)
{
this.Invoke((MethodInvoker)delegate { methodToInvoke(); });
}
}
}
catch (OperationCanceledException ex)
{
this.Invoke((MethodInvoker)delegate { stopTaskSignalAndDispose(); });
}
}, token);
}
public void stopTaskSignalAndDispose()
{
stopTaskSignal = true;
this.Dispose();
}
public void methodToInvoke()
{
if (isDisposed) return;
label_in_form.Text = "text";
}
}
I execute methodToInvoke() in an invoke to update the label from the form's thread.
When I close the window, the FormClosing event is called. I take this opportunity to cancel the closing of the window (a.Cancel) and to call the Cancel method of the object Task to stop the thread.
I then access the ThrowIfCancellationRequested() method which throws an OperationCanceledException allowing, juste after, to exit the loop and complete the task.
The Invoke method sends a "Window message" in a Queue.
Microsoft says : « For each thread that creates a window, the operating system creates a queue for window messages. »
So I call another method that will now really close the window but this time by using the Invoke method to make sure that this message will be the last of the Queue!
And then I close the window with the Dispose() method.

Mandatory Event not subscibed

Problem:
I am working on a application where in for some time consuming operation, i am supposed to show a progress bar on a form (WinForm) with a cancel button. So obviously i am using BackgroundWorker thread for it. Below is the code which simulates roughly of what i am trying to achieve.
namespace WindowsFormsApplication1
{
public delegate void SomeDelegateHandler();
public partial class Form1 : Form
{
public event SomeDelegateHandler DoSomeAction;
BackgroundWorker bgWorker;
public Form1()
{
InitializeComponent();
bgWorker = new BackgroundWorker();
bgWorker.DoWork += new DoWorkEventHandler(bgWorker_DoWork);
}
void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
//Some logic code here.
for (int i = 0; i < 100; i++)
{
DoSomeAction();
}
}
private void Form1_Shown(object sender, EventArgs e)
{
if (DoSomeAction != null)
bgWorker.RunWorkerAsync();
else throw new EventNotSubscribedException();//Is this a valid style??
}
}
public class EventNotSubscribedException : ApplicationException
{
//Some custom code here
}
}
My Solution
As per the above code, as soon as the form is displayed to the user (OnShown event) i am starting the backgroundworker thread. This is because, the user need not to initiate any action for this to happen. So onshown does time consuming operation job. But the issue is, as i have shown above, the main time consuming job is executed on other class/component where it is kind of tight bounded too (legacy code: cant refactor). Hence i have subscribed to the event DoSomeAction in that legacy code class which launches this form.
Doubt/Question:
Is it valid to throw exception as shown above? (Please read my justification below).
Justification:
The OnShown event does check for null on event handler object. This is because, to make this form usable, the event has to be subscribed by the subscriber (usage code), then only it shall work. If not, then the form just displays and does noting at all and usage code may not know why it is happenings so. The usage code may assume that subscribing to the event is option just like button click events per say.
Hope my post is clear and understandable.
Thanks & Happy Coding,
Zen :)
Do you mean that you need to throw an exception to the caller of the form? Is it called using showDialog or Show?
BTW, I dont prefer to generate an exception from an event. Rather it would be rather nice to keep it such that it returns from the place with some status set on the Form class.
for instance, I would prefer using
IsEventSubscribed = false
this.Close()
rather than EventNotSubscribedException
BTW, One problem I can see in the code, when the bgWorker_DoWork is called, you should check DoSomeAction to null, because otherwise it might cause NullReferenceException.
Preferably,
Start the run the RunWorkerAsync from Form_shown
Check Delegate to null in DoWork, if it is null, do not call DoSomeAction otherwise call it.
On RunWorkerCompleted of the BackgroundWorker, close the form.
Let me know if you need anything more.
I would suggest making the consuming code construct the BackgroundWorker and pass it to the form's constructor. You can do a null test in the constructor and side-step this whole issue. Alternatively, take the delegate as a constructor argument instead. I mean, how likely is it that the consuming code will need to change the worker delegate mid-operation?
Another approach is to have the dialog monitor a task, instead of having a dialog control a task (as you have here). For example, you could have an interface like this:
public interface IMonitorableTask {
void Start();
event EventHandler<TData> TaskProgress;
}
Where TData is a type that provides any information you might need to update the dialog (such as percent completed).
The downside to this is that each task needs to be a type of its own. This can lead to very ugly, cluttered code. You could mitigate that issue somewhat by creating a helper class, something like:
public class DelegateTask : IMonitorableTask {
private Action<Action<TData>> taskDelegate;
public event EventHandler<TData> TaskProgress;
public DelegateTask(Action<Action<TData>> taskDelegate) {
if (taskDelegate == null)
throw new ArgumentNullException("taskDelegate");
this.taskDelegate = taskDelegate;
}
protected void FireTaskProgress(TData data) {
var handler = TaskProgress;
if (handler != null)
handler(this, data);
}
public void Start() {
taskDelegate(FireTaskProgress);
}
}
Then your task methods become factories:
public IMonitorableTask CreateFooTask(object argument) {
return new DelegateTask(progress => {
DoStuffWith(argument);
progress(new TData(0.5));
DoMoreStuffWith(argument);
progress(new TData(1));
});
}
And now you can easily(*) support, say, a command-line interface. Just attach a different monitor object to the task's event.
(*) Depending on how clean your UI/logic separation already is, of course.

System.Threading.Timer keep reference to it

According to [http://msdn.microsoft.com/en-us/library/system.threading.timer.aspx][1] you need to keep a reference to a System.Threading.Timer to prevent it from being disposed.
I've got a method like this:
private void Delay(Action action, Int32 ms)
{
if (ms <= 0)
{
action();
}
System.Threading.Timer timer = new System.Threading.Timer(
(o) => action(),
null,
ms,
System.Threading.Timeout.Infinite);
}
Which I don't think keeps a reference to the timer, I've not seen any problems so far, but that's probably because the delay periods used have been pretty small.
Is the code above wrong? And if it is, how to I keep a reference to the Timer? I'm thinking something like this might work:
class timerstate
{
internal volatile System.Threading.Timer Timer;
};
private void Delay2(Action action, Int32 ms)
{
if (ms <= 0)
{
action();
}
timerstate state = new timerstate();
lock (state)
{
state.Timer = new System.Threading.Timer(
(o) =>
{
lock (o)
{
action();
((timerstate)o).Timer.Dispose();
}
},
state,
ms,
System.Threading.Timeout.Infinite);
}
The locking business is so I can get the timer into the timerstate class before the delegate gets invoked. It all looks a little clunky to me. Perhaps I should regard the chance of the timer firing before it's finished constructing and assigned to the property in the timerstace instance as negligible and leave the locking out.
Your second approach wouldn't keep the reference either. After the end of the Delay2-block, the reference to state is gone so the Garbage Collector will collect it ... then your reference to Timer is gone, too and it will be collected and disposed.
class MyClass
{
private System.Threading.Timer timer;
private void Delay(Action action, Int32 ms)
{
if (ms <= 0)
{
action();
}
timer = new System.Threading.Timer(
(o) => action(),
null,
ms,
System.Threading.Timeout.Infinite);
}
}
Update
Thinking about your problem a bit more generally, I think what you're actually trying to accomplish here is achievable in a much simpler way, without using a System.Threading.Timer at all.
Is this basically what you want your method to do? Perform action after a specified number of milliseconds? If so, I would suggest something like the following alternative implementation instead:
private void Delay(Action action, int ms)
{
if (ms <= 0)
{
action();
return;
}
System.Threading.WaitCallback delayed = state =>
{
System.Threading.Thread.Sleep(ms);
action();
};
System.Threading.ThreadPool.QueueUserWorkItem(delayed);
}
...by the way, are you aware that in the code you posted, specifying a non-zero value for ms will cause action to be executed twice?
Original Answer
The timerstate class really isn't necessary. Just add a System.Threading.Timer member to whatever class contains your Delay method; then your code should look like this:
public class Delayer
{
private System.Threading.Timer _timer;
private void Delay(Action action, Int32 ms)
{
if (ms <= 0)
{
action();
}
_timer = new System.Threading.Timer(
(o) => action(),
null,
ms,
System.Threading.Timeout.Infinite);
}
}
Now, I see that you are specifying the period argument of the timer's constructor as System.Threading.Timeout.Infinite (-1). What this means is that you intend for your timer to call action once, after ms has elapsed; am I right? If this is the case, then there's actually not much need to worry about the timer being disposed anyway (i.e., it will be, and that's fine), assuming a relatively low value for ms.
Anyway, if you're going to hold onto an instance of an IDisposable object (like System.Threading.Timer), you should generally dispose of that member when your object (i.e., this instance) is disposed of. I believe System.Threading.Timer has a finalizer that will cause it to be disposed of eventually anyway, but it's best to dispose of things as soon as you don't need them anymore. So:
public class Delayer : IDisposable
{
// same code as above, plus...
public void Dispose()
{
_timer.Dispose();
}
}
I read from your comments to the existing answers that you can have 0..n Actions and so you would have 0..n Timers, too. Is that right? In this case you should do one of the following:
Keep a List/Dictionary of timers, but in this case you have to remove the timer after firing.
Build a scheduler: have 1 Timer, that fired regulary, for each Delay-call add the action an the calculated time when it should run into a List/Dictionary, each time the timer fired, check you list and run&remove the Action. You can even build this scheduler that it sorts the Actions by execution time an sets the Timer to an adequate interval.
The code "working" is indeed a side-effect of a non-deterministic Garbage Collection / finalizers.
This code, running in LINQ Pad as C# Statements, shows the issue - no messages will be logged because the Timer is GC'ed (and the finalizer is called and it cleans up the internal timer resources..)
new System.Threading.Timer((o) => { "Hi".Dump(); }, this, 100, 100);
GC.Collect();
Thread.Sleep(2000);
However, comment out the "GC.Collect" statement and messages will be logged for 2 seconds as Garbage Collection is not [immediately] performed the Timer's finalizer is not called prior to the program ending.
Since the behavior is non-deterministic, it should also be considered a bug to rely on :}
The same issue exists in the follow on code because a strong reference is required to ensure an object is not GC'ed - in that example, there is still no reference kept to the timer wrapper object so the same issue exists, albeit with one more level of indirection..

"Atomically" changing a System.Threading.Timer

Let's say I have an existing System.Threading.Timer instance and I'd like to call Change on it to push it's firing time back:
var timer = new Timer(DelayCallback, null, 10000, Timeout.Infinite);
// ... (sometime later but before DelayCallback has executed)
timer.Change(20000, Timeout.Infinite);
I'm using this timer to perform an "idle callback" after a period of no activity. ("Idle" and "no activity" are application-defined conditions in this case...the specifics aren't terribly important.) Every time I perform an "action", I want to reset the timer so that it is always set to fire 10 seconds after that.
However, there is an inherent race condition because when I call Change, I can't tell if the Timer has already fired based on its old settings. (I can, of course, tell if my callback has happened but I can't tell if the CLR's internal timer thread has queued my callback to the threadpool and its execution is imminent.)
Now I know I can call Dispose on the timer instance and re-create it each time I need to "push it back". but this seems less efficient than just changing the existing timer. Of course it may not be...I'll run some micro-benchmarks in a bit and let you all know.
Alternatively, I can always keep track of the expected firing time (via DateTime.Now.AddSeconds(10)) and, if the original Timer fires, ignore it by checking DateTime.Now in the callback. (I have a nagging concern that this may not be 100% reliable on account of the Timer using TimeSpan and my check using DateTime...this may not be an issue but I'm not completely comfortable with it for some reason...)
My questions are:
Is there a good way for me to call Timer.Change and be able to know whether I managed to change it before the callback was queued to the threadpool? (I don't think so, but it doesn't hurt to ask...)
Has anyone else implemented (what I term) a "pushback timer" like this? If so, I'd love to hear how you tackled the problem.
This question is somewhat hypothetical in nature since I already have a couple of working solutions (based on Dispose and based on DateTime.Now)...I'm mainly interested in hearing performance-related suggestions (as I'll be "pushing back" the Timer VERY frequently).
Thanks!
it sounds like what you really want is the application-idle event
System.Windows.Forms.Application.Idle
Im interpreting your questions as a request for an implementatation of the IdleNotifier interface specified below. Also you state that ActionOccured() needs to be fast.
public delegate void IdleCallback();
public interface IdleNotifier
{
// Called by threadpool when more than IdleTimeSpanBeforeCallback
// has passed since last call on ActionOccured.
IdleCallback Callback { set; }
TimeSpan IdleTimeSpanBeforeCallback { set; }
void ActionOccured();
}
I provide an implementation with System.Threading.Timer below.
Important points about the implementation:
We accept that the timer can wake up at any time and make sure this is ok.
Since we assume the timer wakes relatively seldom we can do expensive work at these times.
Since we can do all logic in the timer callback all we need to do to "push the timer" is to remeber when last we pushed it.
Implementation:
public class IdleNotifierTimerImplementation : IdleNotifier
{
private readonly object SyncRoot = new object();
private readonly Timer m_Timer;
private IdleCallback m_IdleCallback = null;
private TimeSpan m_IdleTimeSpanBeforeEvent = TimeSpan.Zero;
// Null means there has been no action since last idle notification.
private DateTime? m_LastActionTime = null;
public IdleNotifierTimerImplementation()
{
m_Timer = new Timer(OnTimer);
}
private void OnTimer(object unusedState)
{
lock (SyncRoot)
{
if (m_LastActionTime == null)
{
m_Timer.Change(m_IdleTimeSpanBeforeEvent, TimeSpan.Zero);
return;
}
TimeSpan timeSinceLastUpdate = DateTime.UtcNow - m_LastActionTime.Value;
if (timeSinceLastUpdate > TimeSpan.Zero)
{
// We are no idle yet.
m_Timer.Change(timeSinceLastUpdate, TimeSpan.Zero);
return;
}
m_LastActionTime = null;
m_Timer.Change(m_IdleTimeSpanBeforeEvent, TimeSpan.Zero);
}
if (m_IdleCallback != null)
{
m_IdleCallback();
}
}
// IdleNotifier implementation below
public void ActionOccured()
{
lock (SyncRoot)
{
m_LastActionTime = DateTime.UtcNow;
}
}
public IdleCallback Callback
{
set
{
lock (SyncRoot)
{
m_IdleCallback = value;
}
}
}
public TimeSpan IdleTimeSpanBeforeCallback
{
set
{
lock (SyncRoot)
{
m_IdleTimeSpanBeforeEvent = value;
// Run OnTimer immediately
m_Timer.Change(TimeSpan.Zero, TimeSpan.Zero);
}
}
}
}
There are many straight-forward performance improvements on this code.
If anyone would be intrested in my first thoughts on this just ask me.
I've actually had to build my own "Timing" class for an MMORPG I've made. It could keep track of over 100,000 "entities" that had timers for processing AI, and other tasks. Based on different actions that could be taken, I would have to momentarily delay an event.
Now, my timing class was completely hand written, so it won't be exactly what you're looking for. But something that you could do that would be similar to the solution I came up with is to do a sort of:
while (sleepyTime > 0)
{
int temp = sleepyTime;
sleepyTime = 0;
Thread.Sleep(temp);
}
// here's where your actual code is.
Then, you can make a "Delay" method that basically just ads to sleepyTime.

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