Move jobQueue to engine (#16443)
This commit is contained in:
@@ -1,8 +0,0 @@
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namespace Content.Server.CPUJob.JobQueues
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{
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public interface IJob
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{
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JobStatus Status { get; }
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void Run();
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}
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}
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@@ -1,230 +0,0 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.CPUJob.JobQueues
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{
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/// <summary>
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/// CPU-intensive job that can be suspended and resumed on the main thread
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/// </summary>
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/// <remarks>
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/// Implementations should overload <see cref="Process"/>.
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/// Inside <see cref="Process"/>, implementations should only await on <see cref="SuspendNow"/>,
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/// <see cref="SuspendIfOutOfTime"/>, or <see cref="WaitAsyncTask"/>.
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/// </remarks>
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/// <typeparam name="T">The type of result this job generates</typeparam>
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public abstract class Job<T> : IJob
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{
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public JobStatus Status { get; private set; } = JobStatus.Pending;
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/// <summary>
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/// Represents the status of this job as a regular task.
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/// </summary>
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public Task<T?> AsTask { get; }
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public T? Result { get; private set; }
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public Exception? Exception { get; private set; }
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protected CancellationToken Cancellation { get; }
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public double DebugTime { get; private set; }
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private readonly double _maxTime;
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protected readonly IStopwatch StopWatch;
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// TCS for the Task property.
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private readonly TaskCompletionSource<T?> _taskTcs;
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// TCS to call to resume the suspended job.
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private TaskCompletionSource<object?>? _resume;
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private Task? _workInProgress;
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protected Job(double maxTime, CancellationToken cancellation = default)
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: this(maxTime, new Stopwatch(), cancellation)
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{
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}
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protected Job(double maxTime, IStopwatch stopwatch, CancellationToken cancellation = default)
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{
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_maxTime = maxTime;
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StopWatch = stopwatch;
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Cancellation = cancellation;
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_taskTcs = new TaskCompletionSource<T?>();
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AsTask = _taskTcs.Task;
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}
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/// <summary>
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/// Suspends the current task immediately, yielding to other running jobs.
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/// </summary>
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/// <remarks>
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/// This does not stop the job queue from un-suspending the current task immediately again,
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/// if there is still time left over.
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/// </remarks>
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protected Task SuspendNow()
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{
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DebugTools.AssertNull(_resume);
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_resume = new TaskCompletionSource<object?>();
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Status = JobStatus.Paused;
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DebugTime += StopWatch.Elapsed.TotalSeconds;
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return _resume.Task;
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}
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protected ValueTask SuspendIfOutOfTime()
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{
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DebugTools.AssertNull(_resume);
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if (StopWatch.Elapsed.TotalSeconds <= _maxTime || _maxTime == 0.0)
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{
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return new ValueTask();
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}
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return new ValueTask(SuspendNow());
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}
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/// <summary>
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/// Wrapper to await on an external task.
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/// </summary>
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protected async Task<TTask> WaitAsyncTask<TTask>(Task<TTask> task)
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{
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DebugTools.AssertNull(_resume);
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Status = JobStatus.Waiting;
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DebugTime += StopWatch.Elapsed.TotalSeconds;
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var result = await task;
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// Immediately block on resume so that everything stays correct.
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Status = JobStatus.Paused;
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_resume = new TaskCompletionSource<object?>();
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await _resume.Task;
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return result;
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}
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/// <summary>
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/// Wrapper to safely await on an external task.
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/// </summary>
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protected async Task WaitAsyncTask(Task task)
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{
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DebugTools.AssertNull(_resume);
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Status = JobStatus.Waiting;
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DebugTime += StopWatch.Elapsed.TotalSeconds;
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await task;
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// Immediately block on resume so that everything stays correct.
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_resume = new TaskCompletionSource<object?>();
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Status = JobStatus.Paused;
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await _resume.Task;
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}
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public void Run()
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{
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StopWatch.Restart();
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_workInProgress ??= ProcessWrap();
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if (Status == JobStatus.Finished)
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{
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return;
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}
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DebugTools.Assert(_resume != null,
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"Run() called without resume. Was this called while the job is in Waiting state?");
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var resume = _resume;
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_resume = null;
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Status = JobStatus.Running;
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if (Cancellation.IsCancellationRequested)
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{
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resume?.TrySetCanceled();
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}
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else
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{
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resume?.SetResult(null);
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}
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if (Status != JobStatus.Finished && Status != JobStatus.Waiting)
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{
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DebugTools.Assert(_resume != null,
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"Job suspended without _resume set. Did you await on an external task without using WaitAsyncTask?");
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}
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}
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protected abstract Task<T?> Process();
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private async Task ProcessWrap()
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{
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try
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{
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Cancellation.ThrowIfCancellationRequested();
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// Making sure that the task starts inside the Running block,
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// where the stopwatch is correctly set and such.
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await SuspendNow();
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Result = await Process();
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// TODO: not sure if it makes sense to connect Task directly up
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// to the return value of this method/Process.
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// Maybe?
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_taskTcs.TrySetResult(Result);
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}
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catch (OperationCanceledException)
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{
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_taskTcs.TrySetCanceled();
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}
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catch (Exception e)
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{
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// TODO: Should this be exposed differently?
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// I feel that people might forget to check whether the job failed.
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Logger.ErrorS("job", "Job failed on exception:\n{0}", e);
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Exception = e;
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_taskTcs.TrySetException(e);
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}
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finally
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{
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if (Status != JobStatus.Waiting)
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{
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// If we're blocked on waiting and the waiting task goes cancel/exception,
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// this timing info would not be correct.
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DebugTime += StopWatch.Elapsed.TotalSeconds;
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}
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Status = JobStatus.Finished;
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}
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}
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}
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public enum JobStatus
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{
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/// <summary>
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/// Job has been created and has not been ran yet.
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/// </summary>
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Pending,
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/// <summary>
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/// Job is currently (yes, right now!) executing.
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/// </summary>
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Running,
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/// <summary>
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/// Job is paused due to CPU limits.
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/// </summary>
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Paused,
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/// <summary>
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/// Job is paused because of waiting on external task.
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/// </summary>
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Waiting,
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/// <summary>
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/// Job is done.
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/// </summary>
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// TODO: Maybe have a different status code for cancelled/failed on exception?
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Finished,
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}
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}
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@@ -1,76 +0,0 @@
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using Robust.Shared.Timing;
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namespace Content.Server.CPUJob.JobQueues.Queues
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{
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[Virtual]
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public class JobQueue
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{
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private readonly IStopwatch _stopwatch;
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public JobQueue(double maxTime) : this(new Stopwatch())
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{
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MaxTime = maxTime;
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}
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public JobQueue() : this(new Stopwatch()) {}
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public JobQueue(IStopwatch stopwatch)
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{
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_stopwatch = stopwatch;
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}
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/// <summary>
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/// How long the job's allowed to run for before suspending
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/// </summary>
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public virtual double MaxTime { get; } = 0.002;
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private readonly Queue<IJob> _pendingQueue = new();
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private readonly List<IJob> _waitingJobs = new();
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public void EnqueueJob(IJob job)
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{
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_pendingQueue.Enqueue(job);
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}
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public void Process()
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{
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// Move all finished waiting jobs back into the regular queue.
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foreach (var waitingJob in _waitingJobs)
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{
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if (waitingJob.Status != JobStatus.Waiting)
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{
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_pendingQueue.Enqueue(waitingJob);
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}
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}
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_waitingJobs.RemoveAll(p => p.Status != JobStatus.Waiting);
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// At one point I tried making the pathfinding queue multi-threaded but ehhh didn't go great
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// Could probably try it again at some point
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// it just seemed slow af but I was probably doing something dumb with semaphores
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_stopwatch.Restart();
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// Although the jobs can stop themselves we might be able to squeeze more of them in the allotted time
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while (_stopwatch.Elapsed.TotalSeconds < MaxTime && _pendingQueue.TryDequeue(out var job))
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{
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// Deque and re-enqueue these to cycle them through to avoid starvation if we've got a lot of jobs.
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job.Run();
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switch (job.Status)
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{
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case JobStatus.Finished:
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continue;
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case JobStatus.Waiting:
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// If this job goes into waiting we have to move it into a separate list.
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// Otherwise we'd just be spinning like mad here for external IO or such.
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_waitingJobs.Add(job);
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break;
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default:
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_pendingQueue.Enqueue(job);
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break;
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}
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}
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}
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}
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}
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@@ -1,4 +1,6 @@
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namespace Content.Server.CPUJob.JobQueues.Queues
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using Robust.Shared.CPUJob.JobQueues.Queues;
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namespace Content.Server.CPUJob.JobQueues.Queues
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{
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public sealed class PathfindingJobQueue : JobQueue
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{
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@@ -1,7 +1,7 @@
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.NPC.HTN.PrimitiveTasks;
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namespace Content.Server.NPC.HTN;
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@@ -2,8 +2,8 @@ using System.Linq;
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using System.Text;
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using System.Threading;
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using Content.Server.Administration.Managers;
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using Content.Server.CPUJob.JobQueues;
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using Content.Server.CPUJob.JobQueues.Queues;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.HTN.PrimitiveTasks;
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using Content.Server.NPC.Systems;
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@@ -1,7 +1,7 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Construction;
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using Content.Server.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.Decals;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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@@ -1,7 +1,7 @@
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Construction;
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using Content.Server.CPUJob.JobQueues.Queues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Content.Server.Decals;
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using Content.Server.GameTicking.Events;
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using Content.Shared.CCVar;
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@@ -1,7 +1,7 @@
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using System.Linq;
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using System.Threading;
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using Content.Server.CPUJob.JobQueues;
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using Content.Server.CPUJob.JobQueues.Queues;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Content.Server.Salvage.Expeditions;
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using Content.Server.Salvage.Expeditions.Structure;
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using Content.Server.Station.Systems;
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@@ -3,7 +3,7 @@ using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Server.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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@@ -1,8 +1,8 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.CPUJob.JobQueues;
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using Content.Server.CPUJob.JobQueues.Queues;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using NUnit.Framework;
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using Robust.Shared.Timing;
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using Robust.UnitTesting;
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