Browse Source

Implemented dispatcher that works like WPF one

pull/10691/head
Nikita Tsukanov 3 years ago
parent
commit
6a99ca39f9
  1. 9
      Avalonia.Desktop.slnf
  2. 314
      native/Avalonia.Native/src/OSX/platformthreading.mm
  3. 2
      src/Avalonia.Base/Threading/AvaloniaSynchronizationContext.cs
  4. 541
      src/Avalonia.Base/Threading/Dispatcher.Invoke.cs
  5. 203
      src/Avalonia.Base/Threading/Dispatcher.Queue.cs
  6. 171
      src/Avalonia.Base/Threading/Dispatcher.Timers.cs
  7. 230
      src/Avalonia.Base/Threading/Dispatcher.cs
  8. 270
      src/Avalonia.Base/Threading/DispatcherOperation.cs
  9. 36
      src/Avalonia.Base/Threading/DispatcherPriority.cs
  10. 418
      src/Avalonia.Base/Threading/DispatcherPriorityQueue.cs
  11. 419
      src/Avalonia.Base/Threading/DispatcherTimer.cs
  12. 25
      src/Avalonia.Base/Threading/IDispatcher.cs
  13. 13
      src/Avalonia.Base/Threading/IDispatcherClock.cs
  14. 90
      src/Avalonia.Base/Threading/IDispatcherImpl.cs
  15. 2
      src/Avalonia.Base/Threading/JobRunner.cs
  16. 5
      src/Avalonia.Native/AvaloniaNativePlatform.cs
  17. 7
      src/Avalonia.Native/CallbackBase.cs
  18. 127
      src/Avalonia.Native/DispatcherImpl.cs
  19. 115
      src/Avalonia.Native/PlatformThreadingInterface.cs
  20. 15
      src/Avalonia.Native/avn.idl
  21. 4
      src/Avalonia.X11/X11Platform.cs
  22. 155
      src/Avalonia.X11/X11PlatformThreading.cs
  23. 3
      src/Avalonia.X11/X11Window.cs
  24. 91
      src/Shared/RawEventGrouping.cs
  25. 43
      src/Windows/Avalonia.Win32/Interop/UnmanagedMethods.cs
  26. 121
      src/Windows/Avalonia.Win32/Win32DispatcherImpl.cs
  27. 70
      src/Windows/Avalonia.Win32/Win32Platform.cs
  28. 13
      tests/Avalonia.Base.UnitTests/Composition/CompositionAnimationTests.cs
  29. 180
      tests/Avalonia.Base.UnitTests/DispatcherTests.cs
  30. 5
      tests/Avalonia.Base.UnitTests/Rendering/RenderLoopTests.cs
  31. 2
      tests/Avalonia.Controls.UnitTests/ToolTipTests.cs
  32. 1
      tests/Avalonia.Markup.Xaml.UnitTests/Xaml/StyleTests.cs
  33. 2
      tests/Avalonia.Markup.Xaml.UnitTests/XamlTestBase.cs
  34. 4
      tests/Avalonia.UnitTests/UnitTestApplication.cs

9
Avalonia.Desktop.slnf

@ -8,9 +8,9 @@
"samples\\GpuInterop\\GpuInterop.csproj",
"samples\\IntegrationTestApp\\IntegrationTestApp.csproj",
"samples\\MiniMvvm\\MiniMvvm.csproj",
"samples\\ReactiveUIDemo\\ReactiveUIDemo.csproj",
"samples\\SampleControls\\ControlSamples.csproj",
"samples\\Sandbox\\Sandbox.csproj",
"samples\\ReactiveUIDemo\\ReactiveUIDemo.csproj",
"src\\Avalonia.Base\\Avalonia.Base.csproj",
"src\\Avalonia.Build.Tasks\\Avalonia.Build.Tasks.csproj",
"src\\Avalonia.Controls.ColorPicker\\Avalonia.Controls.ColorPicker.csproj",
@ -38,12 +38,13 @@
"src\\Markup\\Avalonia.Markup.Xaml\\Avalonia.Markup.Xaml.csproj",
"src\\Markup\\Avalonia.Markup\\Avalonia.Markup.csproj",
"src\\Skia\\Avalonia.Skia\\Avalonia.Skia.csproj",
"src\\Windows\\Avalonia.Direct2D1\\Avalonia.Direct2D1.csproj",
"src\\Windows\\Avalonia.Win32.Interop\\Avalonia.Win32.Interop.csproj",
"src\\Windows\\Avalonia.Win32\\Avalonia.Win32.csproj",
"src\\tools\\Avalonia.Generators\\Avalonia.Generators.csproj",
"src\\tools\\DevAnalyzers\\DevAnalyzers.csproj",
"src\\tools\\DevGenerators\\DevGenerators.csproj",
"src\\tools\\PublicAnalyzers\\Avalonia.Analyzers.csproj",
"src\\Windows\\Avalonia.Direct2D1\\Avalonia.Direct2D1.csproj",
"src\\Windows\\Avalonia.Win32.Interop\\Avalonia.Win32.Interop.csproj",
"src\\Windows\\Avalonia.Win32\\Avalonia.Win32.csproj",
"tests\\Avalonia.Base.UnitTests\\Avalonia.Base.UnitTests.csproj",
"tests\\Avalonia.Benchmarks\\Avalonia.Benchmarks.csproj",
"tests\\Avalonia.Controls.DataGrid.UnitTests\\Avalonia.Controls.DataGrid.UnitTests.csproj",

314
native/Avalonia.Native/src/OSX/platformthreading.mm

@ -1,194 +1,236 @@
#include "common.h"
class PlatformThreadingInterface;
class LoopCancellation : public ComSingleObject<IAvnLoopCancellation, &IID_IAvnLoopCancellation>
{
public:
FORWARD_IUNKNOWN()
bool Running = false;
bool Cancelled = false;
bool IsApp = false;
virtual void Cancel() override
{
Cancelled = true;
if(Running)
{
Running = false;
if(![NSThread isMainThread])
{
AddRef();
dispatch_async(dispatch_get_main_queue(), ^{
if(Release() == 0)
return;
Cancel();
});
return;
};
if(IsApp)
[NSApp stop:nil];
else
{
// Wakeup the event loop
NSEvent* event = [NSEvent otherEventWithType:NSEventTypeApplicationDefined
location:NSMakePoint(0, 0)
modifierFlags:0
timestamp:0
windowNumber:0
context:nil
subtype:0
data1:0
data2:0];
[NSApp postEvent:event atStart:YES];
}
}
};
};
// CFRunLoopTimerSetNextFireDate docs recommend to "create a repeating timer with an initial
// firing time in the distant future (or the initial firing time) and a very large repeat
// interval—on the order of decades or more"
static double distantFutureInterval = (double)50*365*24*3600;
@interface Signaler : NSObject
-(void) setParent: (PlatformThreadingInterface*)parent;
-(void) signal: (int) priority;
-(void) setEvents:(IAvnPlatformThreadingInterfaceEvents*) events;
-(void) updateTimer:(int)ms;
-(Signaler*) init;
-(void) destroyObserver;
-(void) signal;
@end
@implementation ActionCallback
{
ComPtr<IAvnActionCallback> _callback;
}
- (ActionCallback*) initWithCallback: (IAvnActionCallback*) callback
@implementation Signaler
{
_callback = callback;
return self;
ComPtr<IAvnPlatformThreadingInterfaceEvents> _events;
bool _wakeupDelegateSent;
bool _signaled;
CFRunLoopObserverRef _observer;
CFRunLoopTimerRef _timer;
}
- (void) action
- (Signaler*) init
{
_callback->Run();
}
_observer = CFRunLoopObserverCreateWithHandler(nil,
kCFRunLoopBeforeSources | kCFRunLoopAfterWaiting,
true, 0,
^(CFRunLoopObserverRef observer, CFRunLoopActivity activity) {
bool signaled;
@synchronized (self) {
signaled = self->_signaled;
}
if(signaled)
{
self->_events->Signaled();
@synchronized (self) {
self->_signaled = false;
}
}
});
CFRunLoopAddObserver(CFRunLoopGetMain(), _observer, kCFRunLoopCommonModes);
@end
_timer = CFRunLoopTimerCreateWithHandler(nil, CFAbsoluteTimeGetCurrent() + distantFutureInterval, distantFutureInterval, 0, 0, ^(CFRunLoopTimerRef timer) {
self->_events->Timer();
});
class TimerWrapper : public ComUnknownObject
CFRunLoopAddTimer(CFRunLoopGetMain(), _timer, kCFRunLoopCommonModes);
return self;
}
- (void) destroyObserver
{
NSTimer* _timer;
public:
TimerWrapper(IAvnActionCallback* callback, int ms)
if(_observer != nil)
{
auto cb = [[ActionCallback alloc] initWithCallback:callback];
_timer = [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)(double)ms/1000 target:cb selector:@selector(action) userInfo:nullptr repeats:true];
CFRunLoopObserverInvalidate(_observer);
CFRelease(_observer);
_observer = nil;
}
virtual ~TimerWrapper()
if(_timer != nil)
{
[_timer invalidate];
CFRunLoopTimerInvalidate(_timer);
CFRelease(_timer);
_timer = nil;
}
};
}
class PlatformThreadingInterface : public ComSingleObject<IAvnPlatformThreadingInterface, &IID_IAvnPlatformThreadingInterface>
-(void) updateTimer:(int)ms
{
private:
Signaler* _signaler;
bool _wasRunningAtLeastOnce = false;
if(_timer == nil)
return;
double interval = ms < 0 ? distantFutureInterval : ((double)ms / 1000);
CFRunLoopTimerSetTolerance(_timer, 0);
CFRunLoopTimerSetNextFireDate(_timer, CFAbsoluteTimeGetCurrent() + interval);
}
class LoopCancellation : public ComSingleObject<IAvnLoopCancellation, &IID_IAvnLoopCancellation>
{
public:
FORWARD_IUNKNOWN()
- (void) setEvents: (IAvnPlatformThreadingInterfaceEvents*) events
{
_events = events;
}
bool Running = false;
bool Cancelled = false;
- (void) signal
{
@synchronized (self) {
if(_signaled)
return;
_signaled = true;
CFRunLoopWakeUp(CFRunLoopGetMain());
}
}
virtual void Cancel() override
{
Cancelled = true;
if(Running)
{
Running = false;
dispatch_async(dispatch_get_main_queue(), ^{
[[NSApplication sharedApplication] stop:nil];
NSEvent* event = [NSEvent otherEventWithType:NSEventTypeApplicationDefined
location:NSMakePoint(0, 0)
modifierFlags:0
timestamp:0
windowNumber:0
context:nil
subtype:0
data1:0
data2:0];
[NSApp postEvent:event atStart:YES];
});
}
}
@end
};
class PlatformThreadingInterface : public ComSingleObject<IAvnPlatformThreadingInterface, &IID_IAvnPlatformThreadingInterface>
{
private:
ComPtr<IAvnPlatformThreadingInterfaceEvents> _events;
Signaler* _signaler;
CFRunLoopObserverRef _observer = nil;
public:
FORWARD_IUNKNOWN()
ComPtr<IAvnSignaledCallback> SignaledCallback;
PlatformThreadingInterface()
{
_signaler = [Signaler new];
[_signaler setParent:this];
}
};
~PlatformThreadingInterface()
{
if(_signaler)
[_signaler setParent: NULL];
_signaler = NULL;
[_signaler destroyObserver];
}
virtual bool GetCurrentThreadIsLoopThread() override
bool GetCurrentThreadIsLoopThread() override
{
return [NSThread isMainThread];
}
virtual void SetSignaledCallback(IAvnSignaledCallback* cb) override
};
bool HasPendingInput() override
{
SignaledCallback = cb;
}
virtual IAvnLoopCancellation* CreateLoopCancellation() override
auto event = [NSApp
nextEventMatchingMask: NSEventMaskAny
untilDate:nil
inMode:NSDefaultRunLoopMode
dequeue:false];
return event != nil;
};
void SetEvents(IAvnPlatformThreadingInterfaceEvents *cb) override
{
_events = cb;
[_signaler setEvents:cb];
};
IAvnLoopCancellation *CreateLoopCancellation() override
{
return new LoopCancellation();
}
};
virtual HRESULT RunLoop(IAvnLoopCancellation* cancel) override
void RunLoop(IAvnLoopCancellation *cancel) override
{
START_COM_CALL;
auto can = dynamic_cast<LoopCancellation*>(cancel);
if(can->Cancelled)
return S_OK;
if(_wasRunningAtLeastOnce)
return E_FAIL;
return;
can->Running = true;
_wasRunningAtLeastOnce = true;
[NSApp run];
return S_OK;
}
if(![NSApp isRunning])
{
can->IsApp = true;
[NSApp run];
return;
}
else
{
while(!can->Cancelled)
{
@autoreleasepool
{
NSEvent* ev = [NSApp
nextEventMatchingMask:NSEventMaskAny
untilDate: [NSDate dateWithTimeIntervalSinceNow:1]
inMode:NSDefaultRunLoopMode
dequeue:true];
if(ev != NULL)
[NSApp sendEvent:ev];
}
}
}
};
virtual void Signal(int priority) override
void Signal() override
{
[_signaler signal:priority];
}
[_signaler signal];
};
virtual IUnknown* StartTimer(int priority, int ms, IAvnActionCallback* callback) override
void UpdateTimer(int ms) override
{
@autoreleasepool {
[_signaler updateTimer:ms];
};
return new TimerWrapper(callback, ms);
}
}
};
@implementation Signaler
PlatformThreadingInterface* _parent = 0;
bool _signaled = 0;
NSArray<NSString*>* _modes;
-(Signaler*) init
{
if(self = [super init])
{
_modes = [NSArray arrayWithObjects: NSDefaultRunLoopMode, NSEventTrackingRunLoopMode, NSModalPanelRunLoopMode, NSRunLoopCommonModes, NSConnectionReplyMode, nil];
}
return self;
}
-(void) perform
{
ComPtr<IAvnSignaledCallback> cb;
@synchronized (self) {
_signaled = false;
if(_parent != NULL)
cb = _parent->SignaledCallback;
}
if(cb != nullptr)
cb->Signaled(0, false);
}
-(void) setParent:(PlatformThreadingInterface *)parent
{
@synchronized (self) {
_parent = parent;
}
}
-(void) signal: (int) priority
{
@synchronized (self) {
if(_signaled)
return;
_signaled = true;
[self performSelector:@selector(perform) onThread:[NSThread mainThread] withObject:NULL waitUntilDone:false modes:_modes];
}
}
@end
extern IAvnPlatformThreadingInterface* CreatePlatformThreading()
{
return new PlatformThreadingInterface();

2
src/Avalonia.Base/Threading/AvaloniaSynchronizationContext.cs

@ -30,7 +30,7 @@ namespace Avalonia.Threading
/// <inheritdoc/>
public override void Post(SendOrPostCallback d, object? state)
{
Dispatcher.UIThread.Post(d, state, DispatcherPriority.Background);
Dispatcher.UIThread.Post(() => d(state), DispatcherPriority.Background);
}
/// <inheritdoc/>

541
src/Avalonia.Base/Threading/Dispatcher.Invoke.cs

@ -0,0 +1,541 @@
using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Threading;
namespace Avalonia.Threading;
public partial class Dispatcher
{
/// <summary>
/// Executes the specified Action synchronously on the thread that
/// the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <remarks>
/// Note that the default priority is DispatcherPriority.Send.
/// </remarks>
public void Invoke(Action callback)
{
Invoke(callback, DispatcherPriority.Send, CancellationToken.None, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Action synchronously on the thread that
/// the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
public void Invoke(Action callback, DispatcherPriority priority)
{
Invoke(callback, priority, CancellationToken.None, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Action synchronously on the thread that
/// the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
public void Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken)
{
Invoke(callback, priority, cancellationToken, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Action synchronously on the thread that
/// the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
/// <param name="timeout">
/// The minimum amount of time to wait for the operation to start.
/// Once the operation has started, it will complete before this method
/// returns.
/// </param>
public void Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken,
TimeSpan timeout)
{
if (callback == null)
{
throw new ArgumentNullException("callback");
}
DispatcherPriority.Validate(priority, "priority");
if (timeout.TotalMilliseconds < 0 &&
timeout != TimeSpan.FromMilliseconds(-1))
{
throw new ArgumentOutOfRangeException("timeout");
}
// Fast-Path: if on the same thread, and invoking at Send priority,
// and the cancellation token is not already canceled, then just
// call the callback directly.
if (!cancellationToken.IsCancellationRequested && priority == DispatcherPriority.Send && CheckAccess())
{
callback();
return;
}
// Slow-Path: go through the queue.
DispatcherOperation operation = new DispatcherOperation(this, priority, callback, false);
InvokeImpl(operation, cancellationToken, timeout);
}
/// <summary>
/// Executes the specified Func<TResult> synchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <returns>
/// The return value from the delegate being invoked.
/// </returns>
/// <remarks>
/// Note that the default priority is DispatcherPriority.Send.
/// </remarks>
public TResult Invoke<TResult>(Func<TResult> callback)
{
return Invoke(callback, DispatcherPriority.Send, CancellationToken.None, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Func<TResult> synchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <returns>
/// The return value from the delegate being invoked.
/// </returns>
public TResult Invoke<TResult>(Func<TResult> callback, DispatcherPriority priority)
{
return Invoke(callback, priority, CancellationToken.None, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Func<TResult> synchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
/// <returns>
/// The return value from the delegate being invoked.
/// </returns>
public TResult Invoke<TResult>(Func<TResult> callback, DispatcherPriority priority,
CancellationToken cancellationToken)
{
return Invoke(callback, priority, cancellationToken, TimeSpan.FromMilliseconds(-1));
}
/// <summary>
/// Executes the specified Func<TResult> synchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
/// <param name="timeout">
/// The minimum amount of time to wait for the operation to start.
/// Once the operation has started, it will complete before this method
/// returns.
/// </param>
/// <returns>
/// The return value from the delegate being invoked.
/// </returns>
public TResult Invoke<TResult>(Func<TResult> callback, DispatcherPriority priority,
CancellationToken cancellationToken, TimeSpan timeout)
{
if (callback == null)
{
throw new ArgumentNullException("callback");
}
DispatcherPriority.Validate(priority, "priority");
if (timeout.TotalMilliseconds < 0 &&
timeout != TimeSpan.FromMilliseconds(-1))
{
throw new ArgumentOutOfRangeException("timeout");
}
// Fast-Path: if on the same thread, and invoking at Send priority,
// and the cancellation token is not already canceled, then just
// call the callback directly.
if (!cancellationToken.IsCancellationRequested && priority == DispatcherPriority.Send && CheckAccess())
{
return callback();
}
// Slow-Path: go through the queue.
DispatcherOperation<TResult> operation = new DispatcherOperation<TResult>(this, priority, callback);
return (TResult)InvokeImpl(operation, cancellationToken, timeout)!;
}
/// <summary>
/// Executes the specified Action asynchronously on the thread
/// that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
/// <remarks>
/// Note that the default priority is DispatcherPriority.Normal.
/// </remarks>
public DispatcherOperation InvokeAsync(Action callback)
{
return InvokeAsync(callback, DispatcherPriority.Normal, CancellationToken.None);
}
/// <summary>
/// Executes the specified Action asynchronously on the thread
/// that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
public DispatcherOperation InvokeAsync(Action callback, DispatcherPriority priority)
{
return InvokeAsync(callback, priority, CancellationToken.None);
}
/// <summary>
/// Executes the specified Action asynchronously on the thread
/// that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// An Action delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
public DispatcherOperation InvokeAsync(Action callback, DispatcherPriority priority,
CancellationToken cancellationToken)
{
if (callback == null)
{
throw new ArgumentNullException("callback");
}
DispatcherPriority.Validate(priority, "priority");
DispatcherOperation operation = new DispatcherOperation(this, priority, callback, false);
InvokeAsyncImpl(operation, cancellationToken);
return operation;
}
/// <summary>
/// Executes the specified Func<TResult> asynchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
/// <remarks>
/// Note that the default priority is DispatcherPriority.Normal.
/// </remarks>
public DispatcherOperation<TResult> InvokeAsync<TResult>(Func<TResult> callback)
{
return InvokeAsync(callback, DispatcherPriority.Normal, CancellationToken.None);
}
/// <summary>
/// Executes the specified Func<TResult> asynchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
public DispatcherOperation<TResult> InvokeAsync<TResult>(Func<TResult> callback, DispatcherPriority priority)
{
return InvokeAsync(callback, priority, CancellationToken.None);
}
/// <summary>
/// Executes the specified Func<TResult> asynchronously on the
/// thread that the Dispatcher was created on.
/// </summary>
/// <param name="callback">
/// A Func<TResult> delegate to invoke through the dispatcher.
/// </param>
/// <param name="priority">
/// The priority that determines in what order the specified
/// callback is invoked relative to the other pending operations
/// in the Dispatcher.
/// </param>
/// <param name="cancellationToken">
/// A cancellation token that can be used to cancel the operation.
/// If the operation has not started, it will be aborted when the
/// cancellation token is canceled. If the operation has started,
/// the operation can cooperate with the cancellation request.
/// </param>
/// <returns>
/// An operation representing the queued delegate to be invoked.
/// </returns>
public DispatcherOperation<TResult> InvokeAsync<TResult>(Func<TResult> callback, DispatcherPriority priority,
CancellationToken cancellationToken)
{
if (callback == null)
{
throw new ArgumentNullException("callback");
}
DispatcherPriority.Validate(priority, "priority");
DispatcherOperation<TResult> operation = new DispatcherOperation<TResult>(this, priority, callback);
InvokeAsyncImpl(operation, cancellationToken);
return operation;
}
private void InvokeAsyncImpl(DispatcherOperation operation, CancellationToken cancellationToken)
{
bool succeeded = false;
// Could be a non-dispatcher thread, lock to read
lock (InstanceLock)
{
if (!cancellationToken.IsCancellationRequested &&
!_hasShutdownFinished &&
!Environment.HasShutdownStarted)
{
// Add the operation to the work queue
_queue.Enqueue(operation.Priority, operation);
// Make sure we will wake up to process this operation.
succeeded = RequestProcessing();
if (!succeeded)
{
// Dequeue the item since we failed to request
// processing for it. Note we will mark it aborted
// below.
_queue.RemoveItem(operation);
}
}
}
if (succeeded == true)
{
// We have enqueued the operation. Register a callback
// with the cancellation token to abort the operation
// when cancellation is requested.
if (cancellationToken.CanBeCanceled)
{
CancellationTokenRegistration cancellationRegistration =
cancellationToken.Register(s => ((DispatcherOperation)s!).Abort(), operation);
// Revoke the cancellation when the operation is done.
operation.Aborted += (s, e) => cancellationRegistration.Dispose();
operation.Completed += (s, e) => cancellationRegistration.Dispose();
}
}
else
{
// We failed to enqueue the operation, and the caller that
// created the operation does not expose it before we return,
// so it is safe to modify the operation outside of the lock.
// Just mark the operation as aborted, which we can safely
// return to the user.
operation.DoAbort();
}
}
private object? InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout)
{
object? result = null;
Debug.Assert(timeout.TotalMilliseconds >= 0 || timeout == TimeSpan.FromMilliseconds(-1));
Debug.Assert(operation.Priority != DispatcherPriority.Send || !CheckAccess()); // should be handled by caller
if (!cancellationToken.IsCancellationRequested)
{
// This operation must be queued since it was invoked either to
// another thread, or at a priority other than Send.
InvokeAsyncImpl(operation, cancellationToken);
CancellationToken ctTimeout = CancellationToken.None;
CancellationTokenRegistration ctTimeoutRegistration = new CancellationTokenRegistration();
CancellationTokenSource? ctsTimeout = null;
if (timeout.TotalMilliseconds >= 0)
{
// Create a CancellationTokenSource that will abort the
// operation after the timeout. Note that this does not
// cancel the operation, just abort it if it is still pending.
ctsTimeout = new CancellationTokenSource(timeout);
ctTimeout = ctsTimeout.Token;
ctTimeoutRegistration = ctTimeout.Register(s => ((DispatcherOperation)s!).Abort(), operation);
}
// We have already registered with the cancellation tokens
// (both provided by the user, and one for the timeout) to
// abort the operation when they are canceled. If the
// operation has already started when the timeout expires,
// we still wait for it to complete. This is different
// than simply waiting on the operation with a timeout
// because we are the ones queueing the dispatcher
// operation, not the caller. We can't leave the operation
// in a state that it might execute if we return that it did not
// invoke.
try
{
operation.GetTask().Wait();
Debug.Assert(operation.Status == DispatcherOperationStatus.Completed ||
operation.Status == DispatcherOperationStatus.Aborted);
// Old async semantics return from Wait without
// throwing an exception if the operation was aborted.
// There is no need to test the timout condition, since
// the old async semantics would just return the result,
// which would be null.
// This should not block because either the operation
// is using the old async sematics, or the operation
// completed successfully.
result = operation.GetResult();
}
catch (OperationCanceledException)
{
Debug.Assert(operation.Status == DispatcherOperationStatus.Aborted);
// New async semantics will throw an exception if the
// operation was aborted. Here we convert that
// exception into a timeout exception if the timeout
// has expired (admittedly a weak relationship
// assuming causality).
if (ctTimeout.IsCancellationRequested)
{
// The operation was canceled because of the
// timeout, throw a TimeoutException instead.
throw new TimeoutException();
}
else
{
// The operation was canceled from some other reason.
throw;
}
}
finally
{
ctTimeoutRegistration.Dispose();
if (ctsTimeout != null)
{
ctsTimeout.Dispose();
}
}
}
return result;
}
/// <inheritdoc/>
public void Post(Action action, DispatcherPriority priority = default)
{
_ = action ?? throw new ArgumentNullException(nameof(action));
InvokeAsyncImpl(new DispatcherOperation(this, priority, action, true), CancellationToken.None);
}
}

203
src/Avalonia.Base/Threading/Dispatcher.Queue.cs

@ -0,0 +1,203 @@
using System;
using System.Diagnostics;
namespace Avalonia.Threading;
public partial class Dispatcher
{
private readonly DispatcherPriorityQueue _queue = new();
private bool _signaled;
private DispatcherTimer? _backgroundTimer;
private const int MaximumTimeProcessingBackgroundJobs = 50;
void RequestBackgroundProcessing()
{
if (_backgroundTimer == null)
{
_backgroundTimer =
new DispatcherTimer(this, DispatcherPriority.Send,
TimeSpan.FromMilliseconds(1));
_backgroundTimer.Tick += delegate
{
_backgroundTimer.Stop();
};
}
_backgroundTimer.IsEnabled = true;
}
/// <summary>
/// Force-runs all dispatcher operations ignoring any pending OS events, use with caution
/// </summary>
public void RunJobs(DispatcherPriority? priority = null)
{
priority ??= DispatcherPriority.MinimumActiveValue;
if (priority < DispatcherPriority.MinimumActiveValue)
priority = DispatcherPriority.MinimumActiveValue;
while (true)
{
DispatcherOperation? job;
lock (InstanceLock)
job = _queue.Peek();
if (job == null)
return;
if (priority != null && job.Priority < priority.Value)
return;
ExecuteJob(job);
}
}
internal static void ResetForUnitTests()
{
if (s_uiThread == null)
return;
var st = Stopwatch.StartNew();
while (true)
{
if (st.Elapsed.TotalSeconds > 5)
throw new InvalidProgramException("You've caused dispatcher loop");
DispatcherOperation? job;
lock (s_uiThread.InstanceLock)
job = s_uiThread._queue.Peek();
if (job == null || job.Priority <= DispatcherPriority.Inactive)
{
s_uiThread = null;
return;
}
s_uiThread.ExecuteJob(job);
}
}
private void ExecuteJob(DispatcherOperation job)
{
lock (InstanceLock)
_queue.RemoveItem(job);
job.Execute();
// The backend might be firing timers with a low priority,
// so we manually check if our high priority timers are due for execution
PromoteTimers();
}
private void Signaled()
{
try
{
ExecuteJobsCore();
}
finally
{
lock (InstanceLock)
_signaled = false;
}
}
void ExecuteJobsCore()
{
int? backgroundJobExecutionStartedAt = null;
while (true)
{
DispatcherOperation? job;
lock (InstanceLock)
job = _queue.Peek();
if (job == null || job.Priority < DispatcherPriority.MinimumActiveValue)
return;
// We don't stop for executing jobs queued with >Input priority
if (job.Priority > DispatcherPriority.Input)
{
ExecuteJob(job);
backgroundJobExecutionStartedAt = null;
}
// If platform supports pending input query, ask the platform if we can continue running low priority jobs
else if (_pendingInputImpl?.CanQueryPendingInput == true)
{
if (!_pendingInputImpl.HasPendingInput)
ExecuteJob(job);
else
{
RequestBackgroundProcessing();
return;
}
}
// We can't check if there is pending input, but still need to enforce interactivity
// so we stop processing background jobs after some timeout and start a timer to continue later
else
{
if (backgroundJobExecutionStartedAt == null)
backgroundJobExecutionStartedAt = Clock.TickCount;
if (Clock.TickCount - backgroundJobExecutionStartedAt.Value > MaximumTimeProcessingBackgroundJobs)
{
_signaled = true;
RequestBackgroundProcessing();
return;
}
else
ExecuteJob(job);
}
}
}
private bool RequestProcessing()
{
lock (InstanceLock)
{
if (_queue.MaxPriority <= DispatcherPriority.Input)
RequestBackgroundProcessing();
else
RequestForegroundProcessing();
}
return true;
}
private void RequestForegroundProcessing()
{
if (!_signaled)
{
_signaled = true;
_impl.Signal();
}
}
internal void Abort(DispatcherOperation operation)
{
lock (InstanceLock)
_queue.RemoveItem(operation);
operation.DoAbort();
}
// Returns whether or not the priority was set.
internal bool SetPriority(DispatcherOperation operation, DispatcherPriority priority) // NOTE: should be Priority
{
bool notify = false;
lock(InstanceLock)
{
if(operation.IsQueued)
{
_queue.ChangeItemPriority(operation, priority);
notify = true;
if(notify)
{
// Make sure we will wake up to process this operation.
RequestProcessing();
}
}
}
return notify;
}
public bool HasJobsWithPriority(DispatcherPriority priority)
{
lock (InstanceLock)
return _queue.MaxPriority >= priority;
}
}

171
src/Avalonia.Base/Threading/Dispatcher.Timers.cs

@ -0,0 +1,171 @@
using System;
using System.Collections.Generic;
namespace Avalonia.Threading;
public partial class Dispatcher
{
private List<DispatcherTimer> _timers = new();
private long _timersVersion;
private bool _dueTimeFound;
private int _dueTimeInTicks;
private bool _isOsTimerSet;
internal void UpdateOSTimer()
{
if (!CheckAccess())
{
Post(UpdateOSTimer, DispatcherPriority.Send);
return;
}
lock (InstanceLock)
{
if (!_hasShutdownFinished) // Dispatcher thread, does not technically need the lock to read
{
bool oldDueTimeFound = _dueTimeFound;
int oldDueTimeInTicks = _dueTimeInTicks;
_dueTimeFound = false;
_dueTimeInTicks = 0;
if (_timers.Count > 0)
{
// We could do better if we sorted the list of timers.
for (int i = 0; i < _timers.Count; i++)
{
var timer = _timers[i];
if (!_dueTimeFound || timer.DueTimeInMs - _dueTimeInTicks < 0)
{
_dueTimeFound = true;
_dueTimeInTicks = timer.DueTimeInMs;
}
}
}
if (_dueTimeFound)
{
if (!_isOsTimerSet || !oldDueTimeFound || (oldDueTimeInTicks != _dueTimeInTicks))
{
_impl.UpdateTimer(Math.Max(1, _dueTimeInTicks));
_isOsTimerSet = true;
}
}
else if (oldDueTimeFound)
{
_impl.UpdateTimer(null);
_isOsTimerSet = false;
}
}
}
}
internal void AddTimer(DispatcherTimer timer)
{
lock (InstanceLock)
{
if (!_hasShutdownFinished) // Could be a non-dispatcher thread, lock to read
{
_timers.Add(timer);
_timersVersion++;
}
}
UpdateOSTimer();
}
internal void RemoveTimer(DispatcherTimer timer)
{
lock (InstanceLock)
{
if (!_hasShutdownFinished) // Could be a non-dispatcher thread, lock to read
{
_timers.Remove(timer);
_timersVersion++;
}
}
UpdateOSTimer();
}
private void OnOSTimer()
{
lock (InstanceLock)
{
_impl.UpdateTimer(null);
_isOsTimerSet = false;
}
PromoteTimers();
}
internal void PromoteTimers()
{
int currentTimeInTicks = Clock.TickCount;
try
{
List<DispatcherTimer>? timers = null;
long timersVersion = 0;
lock (InstanceLock)
{
if (!_hasShutdownFinished) // Could be a non-dispatcher thread, lock to read
{
if (_dueTimeFound && _dueTimeInTicks - currentTimeInTicks <= 0)
{
timers = _timers;
timersVersion = _timersVersion;
}
}
}
if (timers != null)
{
DispatcherTimer? timer = null;
int iTimer = 0;
do
{
lock (InstanceLock)
{
timer = null;
// If the timers collection changed while we are in the middle of
// looking for timers, start over.
if (timersVersion != _timersVersion)
{
timersVersion = _timersVersion;
iTimer = 0;
}
while (iTimer < _timers.Count)
{
// WARNING: this is vulnerable to wrapping
if (timers[iTimer].DueTimeInMs - currentTimeInTicks <= 0)
{
// Remove this timer from our list.
// Do not increment the index.
timer = timers[iTimer];
timers.RemoveAt(iTimer);
break;
}
else
{
iTimer++;
}
}
}
// Now that we are outside of the lock, promote the timer.
if (timer != null)
{
timer.Promote();
}
} while (timer != null);
}
}
finally
{
UpdateOSTimer();
}
}
}

230
src/Avalonia.Base/Threading/Dispatcher.cs

@ -1,159 +1,119 @@
using System;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
using Avalonia.Platform;
namespace Avalonia.Threading
namespace Avalonia.Threading;
/// <summary>
/// Provides services for managing work items on a thread.
/// </summary>
/// <remarks>
/// In Avalonia, there is usually only a single <see cref="Dispatcher"/> in the application -
/// the one for the UI thread, retrieved via the <see cref="UIThread"/> property.
/// </remarks>
public partial class Dispatcher : IDispatcher
{
/// <summary>
/// Provides services for managing work items on a thread.
/// </summary>
/// <remarks>
/// In Avalonia, there is usually only a single <see cref="Dispatcher"/> in the application -
/// the one for the UI thread, retrieved via the <see cref="UIThread"/> property.
/// </remarks>
public class Dispatcher : IDispatcher
private readonly IDispatcherImpl _impl;
internal IDispatcherClock Clock { get; }
internal object InstanceLock { get; } = new();
private bool _hasShutdownFinished;
private readonly IControlledDispatcherImpl? _controlledImpl;
private static Dispatcher? s_uiThread;
private readonly IDispatcherImplWithPendingInput? _pendingInputImpl;
internal Dispatcher(IDispatcherImpl impl, IDispatcherClock clock)
{
private readonly JobRunner _jobRunner;
private IPlatformThreadingInterface? _platform;
public static Dispatcher UIThread { get; } =
new Dispatcher(AvaloniaLocator.Current.GetService<IPlatformThreadingInterface>());
public Dispatcher(IPlatformThreadingInterface? platform)
{
_platform = platform;
_jobRunner = new JobRunner(platform);
if (_platform != null)
{
_platform.Signaled += _jobRunner.RunJobs;
}
}
/// <summary>
/// Checks that the current thread is the UI thread.
/// </summary>
public bool CheckAccess() => _platform?.CurrentThreadIsLoopThread ?? true;
/// <summary>
/// Checks that the current thread is the UI thread and throws if not.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The current thread is not the UI thread.
/// </exception>
public void VerifyAccess()
{
if (!CheckAccess())
throw new InvalidOperationException("Call from invalid thread");
}
/// <summary>
/// Runs the dispatcher's main loop.
/// </summary>
/// <param name="cancellationToken">
/// A cancellation token used to exit the main loop.
/// </param>
public void MainLoop(CancellationToken cancellationToken)
{
var platform = AvaloniaLocator.Current.GetRequiredService<IPlatformThreadingInterface>();
cancellationToken.Register(() => platform.Signal(DispatcherPriority.Send));
platform.RunLoop(cancellationToken);
}
/// <summary>
/// Runs continuations pushed on the loop.
/// </summary>
public void RunJobs()
{
_jobRunner.RunJobs(null);
}
/// <summary>
/// Use this method to ensure that more prioritized tasks are executed
/// </summary>
/// <param name="minimumPriority"></param>
public void RunJobs(DispatcherPriority minimumPriority) => _jobRunner.RunJobs(minimumPriority);
/// <summary>
/// Use this method to check if there are more prioritized tasks
/// </summary>
/// <param name="minimumPriority"></param>
public bool HasJobsWithPriority(DispatcherPriority minimumPriority) =>
_jobRunner.HasJobsWithPriority(minimumPriority);
/// <inheritdoc/>
public Task InvokeAsync(Action action, DispatcherPriority priority = default)
{
_ = action ?? throw new ArgumentNullException(nameof(action));
return _jobRunner.InvokeAsync(action, priority);
}
/// <inheritdoc/>
public Task<TResult> InvokeAsync<TResult>(Func<TResult> function, DispatcherPriority priority = default)
{
_ = function ?? throw new ArgumentNullException(nameof(function));
return _jobRunner.InvokeAsync(function, priority);
}
_impl = impl;
Clock = clock;
impl.Timer += OnOSTimer;
impl.Signaled += Signaled;
_controlledImpl = _impl as IControlledDispatcherImpl;
_pendingInputImpl = _impl as IDispatcherImplWithPendingInput;
}
/// <inheritdoc/>
public Task InvokeAsync(Func<Task> function, DispatcherPriority priority = default)
{
_ = function ?? throw new ArgumentNullException(nameof(function));
return _jobRunner.InvokeAsync(function, priority).Unwrap();
}
public static Dispatcher UIThread => s_uiThread ??= CreateUIThreadDispatcher();
/// <inheritdoc/>
public Task<TResult> InvokeAsync<TResult>(Func<Task<TResult>> function, DispatcherPriority priority = default)
private static Dispatcher CreateUIThreadDispatcher()
{
var impl = AvaloniaLocator.Current.GetService<IDispatcherImpl>();
if (impl == null)
{
_ = function ?? throw new ArgumentNullException(nameof(function));
return _jobRunner.InvokeAsync(function, priority).Unwrap();
var platformThreading = AvaloniaLocator.Current.GetService<IPlatformThreadingInterface>();
if (platformThreading != null)
impl = new LegacyDispatcherImpl(platformThreading);
else
impl = new NullDispatcherImpl();
}
return new Dispatcher(impl, impl as IDispatcherClock ?? new DefaultDispatcherClock());
}
/// <inheritdoc/>
public void Post(Action action, DispatcherPriority priority = default)
{
_ = action ?? throw new ArgumentNullException(nameof(action));
_jobRunner.Post(action, priority);
}
/// <summary>
/// Checks that the current thread is the UI thread.
/// </summary>
public bool CheckAccess() => _impl?.CurrentThreadIsLoopThread ?? true;
/// <inheritdoc/>
public void Post(SendOrPostCallback action, object? arg, DispatcherPriority priority = default)
/// <summary>
/// Checks that the current thread is the UI thread and throws if not.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The current thread is not the UI thread.
/// </exception>
public void VerifyAccess()
{
if (!CheckAccess())
{
_ = action ?? throw new ArgumentNullException(nameof(action));
_jobRunner.Post(action, arg, priority);
}
// Used to inline VerifyAccess.
[DoesNotReturn]
[MethodImpl(MethodImplOptions.NoInlining)]
static void ThrowVerifyAccess()
=> throw new InvalidOperationException("Call from invalid thread");
/// <summary>
/// This is needed for platform backends that don't have internal priority system (e. g. win32)
/// To ensure that there are no jobs with higher priority
/// </summary>
/// <param name="currentPriority"></param>
internal void EnsurePriority(DispatcherPriority currentPriority)
{
if (currentPriority == DispatcherPriority.MaxValue)
return;
currentPriority += 1;
_jobRunner.RunJobs(currentPriority);
ThrowVerifyAccess();
}
}
/// <summary>
/// Allows unit tests to change the platform threading interface.
/// </summary>
internal void UpdateServices()
internal void Shutdown()
{
DispatcherOperation? operation = null;
_impl.Timer -= PromoteTimers;
_impl.Signaled -= Signaled;
do
{
if (_platform != null)
lock(InstanceLock)
{
_platform.Signaled -= _jobRunner.RunJobs;
if(_queue.MaxPriority != DispatcherPriority.Invalid)
{
operation = _queue.Peek();
}
else
{
operation = null;
}
}
_platform = AvaloniaLocator.Current.GetService<IPlatformThreadingInterface>();
_jobRunner.UpdateServices();
if (_platform != null)
if(operation != null)
{
_platform.Signaled += _jobRunner.RunJobs;
operation.Abort();
}
}
} while(operation != null);
_impl.UpdateTimer(null);
_hasShutdownFinished = true;
}
/// <summary>
/// Runs the dispatcher's main loop.
/// </summary>
/// <param name="cancellationToken">
/// A cancellation token used to exit the main loop.
/// </param>
public void MainLoop(CancellationToken cancellationToken)
{
if (_controlledImpl == null)
throw new PlatformNotSupportedException();
cancellationToken.Register(() => RequestProcessing());
_controlledImpl.RunLoop(cancellationToken);
}
}

270
src/Avalonia.Base/Threading/DispatcherOperation.cs

@ -0,0 +1,270 @@
using System;
using System.ComponentModel;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
namespace Avalonia.Threading;
public class DispatcherOperation
{
protected readonly bool ThrowOnUiThread;
public DispatcherOperationStatus Status { get; protected set; }
public Dispatcher Dispatcher { get; }
public DispatcherPriority Priority
{
get => _priority;
set
{
_priority = value;
// Dispatcher is null in ctor
// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract
Dispatcher?.SetPriority(this, value);
}
}
protected object? Callback;
protected object? TaskSource;
internal DispatcherOperation? SequentialPrev { get; set; }
internal DispatcherOperation? SequentialNext { get; set; }
internal DispatcherOperation? PriorityPrev { get; set; }
internal DispatcherOperation? PriorityNext { get; set; }
internal PriorityChain? Chain { get; set; }
internal bool IsQueued => Chain != null;
private EventHandler? _aborted;
private EventHandler? _completed;
private DispatcherPriority _priority;
internal DispatcherOperation(Dispatcher dispatcher, DispatcherPriority priority, Action callback, bool throwOnUiThread) :
this(dispatcher, priority, throwOnUiThread)
{
Callback = callback;
}
private protected DispatcherOperation(Dispatcher dispatcher, DispatcherPriority priority, bool throwOnUiThread)
{
ThrowOnUiThread = throwOnUiThread;
Priority = priority;
Dispatcher = dispatcher;
}
/// <summary>
/// An event that is raised when the operation is aborted or canceled.
/// </summary>
public event EventHandler Aborted
{
add
{
lock (Dispatcher.InstanceLock)
{
_aborted += value;
}
}
remove
{
lock(Dispatcher.InstanceLock)
{
_aborted -= value;
}
}
}
/// <summary>
/// An event that is raised when the operation completes.
/// </summary>
/// <remarks>
/// Completed indicates that the operation was invoked and has
/// either completed successfully or faulted. Note that a canceled
/// or aborted operation is never is never considered completed.
/// </remarks>
public event EventHandler Completed
{
add
{
lock (Dispatcher.InstanceLock)
{
_completed += value;
}
}
remove
{
lock(Dispatcher.InstanceLock)
{
_completed -= value;
}
}
}
public void Abort()
{
lock (Dispatcher.InstanceLock)
{
if (Status == DispatcherOperationStatus.Pending)
return;
Dispatcher.Abort(this);
}
}
public void Wait()
{
if (Dispatcher.CheckAccess())
throw new InvalidOperationException("Wait is only supported on background thread");
GetTask().Wait();
}
public Task GetTask() => GetTaskCore();
/// <summary>
/// Returns an awaiter for awaiting the completion of the operation.
/// </summary>
/// <remarks>
/// This method is intended to be used by compilers.
/// </remarks>
[Browsable(false), EditorBrowsable(EditorBrowsableState.Never)]
public TaskAwaiter GetAwaiter()
{
return GetTask().GetAwaiter();
}
internal void DoAbort()
{
Status = DispatcherOperationStatus.Aborted;
AbortTask();
_aborted?.Invoke(this, EventArgs.Empty);
}
internal void Execute()
{
lock (Dispatcher.InstanceLock)
{
Status = DispatcherOperationStatus.Executing;
}
try
{
InvokeCore();
}
finally
{
_completed?.Invoke(this, EventArgs.Empty);
}
}
protected virtual void InvokeCore()
{
try
{
((Action)Callback!)();
lock (Dispatcher.InstanceLock)
{
Status = DispatcherOperationStatus.Completed;
if (TaskSource is TaskCompletionSource<object?> tcs)
tcs.SetResult(null);
}
}
catch (Exception e)
{
lock (Dispatcher.InstanceLock)
{
Status = DispatcherOperationStatus.Completed;
if (TaskSource is TaskCompletionSource<object?> tcs)
tcs.SetException(e);
}
if (ThrowOnUiThread)
throw;
}
}
internal virtual object? GetResult() => null;
protected virtual void AbortTask() => (TaskSource as TaskCompletionSource<object?>)?.SetCanceled();
private static CancellationToken CreateCancelledToken()
{
var cts = new CancellationTokenSource();
cts.Cancel();
return cts.Token;
}
private static readonly Task s_abortedTask = Task.FromCanceled(CreateCancelledToken());
protected virtual Task GetTaskCore()
{
lock (Dispatcher.InstanceLock)
{
if (Status == DispatcherOperationStatus.Aborted)
return s_abortedTask;
if (Status == DispatcherOperationStatus.Completed)
return Task.CompletedTask;
if (TaskSource is not TaskCompletionSource<object?> tcs)
TaskSource = tcs = new(TaskCreationOptions.RunContinuationsAsynchronously);
return tcs.Task;
}
}
}
public class DispatcherOperation<T> : DispatcherOperation
{
public DispatcherOperation(Dispatcher dispatcher, DispatcherPriority priority, Func<T> callback) : base(dispatcher, priority, false)
{
TaskSource = new TaskCompletionSource<T>();
Callback = callback;
}
private TaskCompletionSource<T> TaskCompletionSource => (TaskCompletionSource<T>)TaskSource!;
public new Task<T> GetTask() => TaskCompletionSource!.Task;
protected override Task GetTaskCore() => GetTask();
protected override void AbortTask() => TaskCompletionSource.SetCanceled();
internal override object? GetResult() => GetTask().Result;
protected override void InvokeCore()
{
try
{
var result = ((Func<T>)Callback!)();
lock (Dispatcher.InstanceLock)
{
Status = DispatcherOperationStatus.Completed;
TaskCompletionSource.SetResult(result);
}
}
catch (Exception e)
{
lock (Dispatcher.InstanceLock)
{
Status = DispatcherOperationStatus.Completed;
TaskCompletionSource.SetException(e);
}
}
}
public T Result
{
get
{
if (TaskCompletionSource.Task.IsCompleted)
return TaskCompletionSource.Task.GetAwaiter().GetResult();
throw new InvalidOperationException("Synchronous wait is only supported on non-UI threads");
}
}
}
public enum DispatcherOperationStatus
{
Pending = 0,
Aborted = 1,
Completed = 2,
Executing = 3,
}

36
src/Avalonia.Base/Threading/DispatcherPriority.cs

@ -18,29 +18,47 @@ namespace Avalonia.Threading
}
/// <summary>
/// Minimum possible priority
/// Minimum possible priority that's actually dispatched, default value
/// </summary>
public static readonly DispatcherPriority MinValue = new(0);
internal static readonly DispatcherPriority MinimumActiveValue = new(0);
/// <summary>
/// A dispatcher priority for jobs that shouldn't be executed yet
/// </summary>
public static DispatcherPriority Inactive => new(MinimumActiveValue - 1);
/// <summary>
/// Minimum valid priority
/// </summary>
internal static readonly DispatcherPriority MinValue = new(Inactive);
/// <summary>
/// Used internally in dispatcher code
/// </summary>
public static DispatcherPriority Invalid => new(MinimumActiveValue - 2);
/// <summary>
/// The job will be processed when the system is idle.
/// </summary>
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority SystemIdle = MinValue;
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority SystemIdle = MinimumActiveValue;
/// <summary>
/// The job will be processed when the application is idle.
/// </summary>
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority ApplicationIdle = MinValue;
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority ApplicationIdle = new (SystemIdle + 1);
/// <summary>
/// The job will be processed after background operations have completed.
/// </summary>
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority ContextIdle = MinValue;
[Obsolete("WPF compatibility")] public static readonly DispatcherPriority ContextIdle = new(ApplicationIdle + 1);
/// <summary>
/// The job will be processed with normal priority.
/// </summary>
public static readonly DispatcherPriority Normal = MinValue;
#pragma warning disable CS0618
public static readonly DispatcherPriority Normal = new(ContextIdle + 1);
#pragma warning restore CS0618
/// <summary>
/// The job will be processed after other non-idle operations have completed.
@ -127,5 +145,11 @@ namespace Avalonia.Threading
/// <inheritdoc />
public int CompareTo(DispatcherPriority other) => Value.CompareTo(other.Value);
public static void Validate(DispatcherPriority priority, string parameterName)
{
if (priority < Inactive || priority > MaxValue)
throw new ArgumentException("Invalid DispatcherPriority value", parameterName);
}
}
}

418
src/Avalonia.Base/Threading/DispatcherPriorityQueue.cs

@ -0,0 +1,418 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Avalonia.Threading;
namespace Avalonia.Threading;
internal class DispatcherPriorityQueue
{
// Priority chains...
private readonly SortedList<int, PriorityChain> _priorityChains; // NOTE: should be Priority
private readonly Stack<PriorityChain> _cacheReusableChains;
// Sequential chain...
private DispatcherOperation? _head;
private DispatcherOperation? _tail;
public DispatcherPriorityQueue()
{
// Build the collection of priority chains.
_priorityChains = new SortedList<int, PriorityChain>(); // NOTE: should be Priority
_cacheReusableChains = new Stack<PriorityChain>(10);
_head = _tail = null;
}
// NOTE: not used
// public int Count {get{return _count;}}
public DispatcherPriority MaxPriority // NOTE: should be Priority
{
get
{
int count = _priorityChains.Count;
if (count > 0)
{
return _priorityChains.Keys[count - 1];
}
else
{
return DispatcherPriority.Invalid; // NOTE: should be Priority.Invalid;
}
}
}
public DispatcherOperation Enqueue(DispatcherPriority priority, DispatcherOperation item) // NOTE: should be Priority
{
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
// Step 1: Append this to the end of the "sequential" linked list.
InsertItemInSequentialChain(item, _tail);
// Step 2: Append the item into the priority chain.
InsertItemInPriorityChain(item, chain, chain.Tail);
return item;
}
public DispatcherOperation Dequeue()
{
// Get the max-priority chain.
int count = _priorityChains.Count;
if (count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Dequeue: a chain should exist.");
DispatcherOperation? item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Dequeue: a priority item should exist.");
RemoveItem(item);
return item;
}
else
{
throw new InvalidOperationException();
}
}
public DispatcherOperation? Peek()
{
// Get the max-priority chain.
int count = _priorityChains.Count;
if (count > 0)
{
PriorityChain chain = _priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Peek: a chain should exist.");
DispatcherOperation? item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Peek: a priority item should exist.");
return item;
}
return null;
}
public void RemoveItem(DispatcherOperation item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItem: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItem: a chain should exist.");
// Step 1: Remove the item from its priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Remove the item from the sequential chain.
RemoveItemFromSequentialChain(item);
}
public void ChangeItemPriority(DispatcherOperation item, DispatcherPriority priority) // NOTE: should be Priority
{
// Remove the item from its current priority and insert it into
// the new priority chain. Note that this does not change the
// sequential ordering.
// Step 1: Remove the item from the priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Insert the item into the new priority chain.
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain chain = GetChain(priority);
InsertItemInPriorityChain(item, chain);
}
private PriorityChain GetChain(DispatcherPriority priority) // NOTE: should be Priority
{
PriorityChain? chain = null;
int count = _priorityChains.Count;
if (count > 0)
{
if (priority == _priorityChains.Keys[0])
{
chain = _priorityChains.Values[0];
}
else if (priority == _priorityChains.Keys[count - 1])
{
chain = _priorityChains.Values[count - 1];
}
else if ((priority > _priorityChains.Keys[0]) &&
(priority < _priorityChains.Keys[count - 1]))
{
_priorityChains.TryGetValue(priority, out chain);
}
}
if (chain == null)
{
if (_cacheReusableChains.Count > 0)
{
chain = _cacheReusableChains.Pop();
chain.Priority = priority;
}
else
{
chain = new PriorityChain(priority);
}
_priorityChains.Add(priority, chain);
}
return chain;
}
private void InsertItemInPriorityChain(DispatcherOperation item, PriorityChain chain)
{
// Scan along the sequential chain, in the previous direction,
// looking for an item that is already in the new chain. We will
// insert ourselves after the item we found. We can short-circuit
// this search if the new chain is empty.
if (chain.Head == null)
{
Debug.Assert(chain.Tail == null,
"PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
InsertItemInPriorityChain(item, chain, null);
}
else
{
Debug.Assert(chain.Tail != null,
"PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
DispatcherOperation? after;
// Search backwards along the sequential chain looking for an
// item already in this list.
for (after = item.SequentialPrev; after != null; after = after.SequentialPrev)
{
if (after.Chain == chain)
{
break;
}
}
InsertItemInPriorityChain(item, chain, after);
}
}
internal void InsertItemInPriorityChain(DispatcherOperation item, PriorityChain chain, DispatcherOperation? after)
{
Debug.Assert(chain != null, "PriorityQueue.InsertItemInPriorityChain: a chain must be provided.");
Debug.Assert(item.Chain == null && item.PriorityPrev == null && item.PriorityNext == null,
"PriorityQueue.InsertItemInPriorityChain: item must not already be in a priority chain.");
item.Chain = chain;
if (after == null)
{
// Note: passing null for after means insert at the head.
if (chain.Head != null)
{
Debug.Assert(chain.Tail != null,
"PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
chain.Head.PriorityPrev = item;
item.PriorityNext = chain.Head;
chain.Head = item;
}
else
{
Debug.Assert(chain.Tail == null,
"PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
chain.Head = chain.Tail = item;
}
}
else
{
item.PriorityPrev = after;
if (after.PriorityNext != null)
{
item.PriorityNext = after.PriorityNext;
after.PriorityNext.PriorityPrev = item;
after.PriorityNext = item;
}
else
{
Debug.Assert(item.Chain.Tail == after,
"PriorityQueue.InsertItemInPriorityChain: the chain's tail should be the item we are inserting after.");
after.PriorityNext = item;
chain.Tail = item;
}
}
chain.Count++;
}
private void RemoveItemFromPriorityChain(DispatcherOperation item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromPriorityChain: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItemFromPriorityChain: a chain should exist.");
// Step 1: Fix up the previous link
if (item.PriorityPrev != null)
{
Debug.Assert(item.Chain.Head != item,
"PriorityQueue.RemoveItemFromPriorityChain: the head should not point to this item.");
item.PriorityPrev.PriorityNext = item.PriorityNext;
}
else
{
Debug.Assert(item.Chain.Head == item,
"PriorityQueue.RemoveItemFromPriorityChain: the head should point to this item.");
item.Chain.Head = item.PriorityNext;
}
// Step 2: Fix up the next link
if (item.PriorityNext != null)
{
Debug.Assert(item.Chain.Tail != item,
"PriorityQueue.RemoveItemFromPriorityChain: the tail should not point to this item.");
item.PriorityNext.PriorityPrev = item.PriorityPrev;
}
else
{
Debug.Assert(item.Chain.Tail == item,
"PriorityQueue.RemoveItemFromPriorityChain: the tail should point to this item.");
item.Chain.Tail = item.PriorityPrev;
}
// Step 3: cleanup
item.PriorityPrev = item.PriorityNext = null;
item.Chain.Count--;
if (item.Chain.Count == 0)
{
if (item.Chain.Priority == _priorityChains.Keys[_priorityChains.Count - 1])
{
_priorityChains.RemoveAt(_priorityChains.Count - 1);
}
else
{
_priorityChains.Remove(item.Chain.Priority);
}
if (_cacheReusableChains.Count < 10)
{
item.Chain.Priority = DispatcherPriority.Invalid;
_cacheReusableChains.Push(item.Chain);
}
}
item.Chain = null;
}
internal void InsertItemInSequentialChain(DispatcherOperation item, DispatcherOperation? after)
{
Debug.Assert(item.SequentialPrev == null && item.SequentialNext == null,
"PriorityQueue.InsertItemInSequentialChain: item must not already be in the sequential chain.");
if (after == null)
{
// Note: passing null for after means insert at the head.
if (_head != null)
{
Debug.Assert(_tail != null,
"PriorityQueue.InsertItemInSequentialChain: both the head and the tail should not be null.");
_head.SequentialPrev = item;
item.SequentialNext = _head;
_head = item;
}
else
{
Debug.Assert(_tail == null,
"PriorityQueue.InsertItemInSequentialChain: both the head and the tail should be null.");
_head = _tail = item;
}
}
else
{
item.SequentialPrev = after;
if (after.SequentialNext != null)
{
item.SequentialNext = after.SequentialNext;
after.SequentialNext.SequentialPrev = item;
after.SequentialNext = item;
}
else
{
Debug.Assert(_tail == after,
"PriorityQueue.InsertItemInSequentialChain: the tail should be the item we are inserting after.");
after.SequentialNext = item;
_tail = item;
}
}
}
private void RemoveItemFromSequentialChain(DispatcherOperation item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromSequentialChain: invalid item.");
// Step 1: Fix up the previous link
if (item.SequentialPrev != null)
{
Debug.Assert(_head != item,
"PriorityQueue.RemoveItemFromSequentialChain: the head should not point to this item.");
item.SequentialPrev.SequentialNext = item.SequentialNext;
}
else
{
Debug.Assert(_head == item,
"PriorityQueue.RemoveItemFromSequentialChain: the head should point to this item.");
_head = item.SequentialNext;
}
// Step 2: Fix up the next link
if (item.SequentialNext != null)
{
Debug.Assert(_tail != item,
"PriorityQueue.RemoveItemFromSequentialChain: the tail should not point to this item.");
item.SequentialNext.SequentialPrev = item.SequentialPrev;
}
else
{
Debug.Assert(_tail == item,
"PriorityQueue.RemoveItemFromSequentialChain: the tail should point to this item.");
_tail = item.SequentialPrev;
}
// Step 3: cleanup
item.SequentialPrev = item.SequentialNext = null;
}
}
internal class PriorityChain
{
public PriorityChain(DispatcherPriority priority) // NOTE: should be Priority
{
Priority = priority;
}
public DispatcherPriority Priority { get; set; } // NOTE: should be Priority
public int Count { get; set; }
public DispatcherOperation? Head { get; set; }
public DispatcherOperation? Tail { get; set; }
}

419
src/Avalonia.Base/Threading/DispatcherTimer.cs

@ -1,207 +1,352 @@
using System;
using Avalonia.Reactive;
using Avalonia.Platform;
namespace Avalonia.Threading
namespace Avalonia.Threading;
/// <summary>
/// A timer that is integrated into the Dispatcher queues, and will
/// be processed after a given amount of time at a specified priority.
/// </summary>
public partial class DispatcherTimer
{
/// <summary>
/// A timer that uses a <see cref="Dispatcher"/> to fire at a specified interval.
/// Creates a timer that uses theUI thread's Dispatcher2 to
/// process the timer event at background priority.
/// </summary>
public class DispatcherTimer
public DispatcherTimer() : this(DispatcherPriority.Background)
{
private IDisposable? _timer;
}
private readonly DispatcherPriority _priority;
/// <summary>
/// Creates a timer that uses the UI thread's Dispatcher2 to
/// process the timer event at the specified priority.
/// </summary>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
public DispatcherTimer(DispatcherPriority priority) : this(Threading.Dispatcher.UIThread, priority,
TimeSpan.FromMilliseconds(0))
{
}
private TimeSpan _interval;
/// <summary>
/// Creates a timer that uses the specified Dispatcher2 to
/// process the timer event at the specified priority.
/// </summary>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
/// <param name="dispatcher">
/// The dispatcher to use to process the timer.
/// </param>
internal DispatcherTimer(DispatcherPriority priority, Dispatcher dispatcher) : this(dispatcher, priority,
TimeSpan.FromMilliseconds(0))
{
}
/// <summary>
/// Initializes a new instance of the <see cref="DispatcherTimer"/> class.
/// </summary>
public DispatcherTimer() : this(DispatcherPriority.Background)
/// <summary>
/// Creates a timer that uses the UI thread's Dispatcher2 to
/// process the timer event at the specified priority after the specified timeout.
/// </summary>
/// <param name="interval">
/// The interval to tick the timer after.
/// </param>
/// <param name="priority">
/// The priority to process the timer at.
/// </param>
/// <param name="callback">
/// The callback to call when the timer ticks.
/// </param>
public DispatcherTimer(TimeSpan interval, DispatcherPriority priority, EventHandler callback)
: this(Threading.Dispatcher.UIThread, priority, interval)
{
if (callback == null)
{
throw new ArgumentNullException("callback");
}
/// <summary>
/// Initializes a new instance of the <see cref="DispatcherTimer"/> class.
/// </summary>
/// <param name="priority">The priority to use.</param>
public DispatcherTimer(DispatcherPriority priority)
{
_priority = priority;
}
Tick += callback;
Start();
}
/// <summary>
/// Initializes a new instance of the <see cref="DispatcherTimer"/> class.
/// </summary>
/// <param name="interval">The interval at which to tick.</param>
/// <param name="priority">The priority to use.</param>
/// <param name="callback">The event to call when the timer ticks.</param>
public DispatcherTimer(TimeSpan interval, DispatcherPriority priority, EventHandler callback) : this(priority)
{
_priority = priority;
Interval = interval;
Tick += callback;
}
/// <summary>
/// Gets the dispatcher this timer is associated with.
/// </summary>
public Dispatcher Dispatcher
{
get { return _dispatcher; }
}
/// <summary>
/// Finalizes an instance of the <see cref="DispatcherTimer"/> class.
/// </summary>
~DispatcherTimer()
/// <summary>
/// Gets or sets whether the timer is running.
/// </summary>
public bool IsEnabled
{
get { return _isEnabled; }
set
{
if (_timer != null)
lock (_instanceLock)
{
Stop();
if (!value && _isEnabled)
{
Stop();
}
else if (value && !_isEnabled)
{
Start();
}
}
}
}
/// <summary>
/// Raised when the timer ticks.
/// </summary>
public event EventHandler? Tick;
/// <summary>
/// Gets or sets the time between timer ticks.
/// </summary>
public TimeSpan Interval
{
get { return _interval; }
/// <summary>
/// Gets or sets the interval at which the timer ticks.
/// </summary>
public TimeSpan Interval
set
{
get
bool updateOSTimer = false;
if (value.TotalMilliseconds < 0)
throw new ArgumentOutOfRangeException("value",
"TimeSpan period must be greater than or equal to zero.");
if (value.TotalMilliseconds > Int32.MaxValue)
throw new ArgumentOutOfRangeException("value",
"TimeSpan period must be less than or equal to Int32.MaxValue.");
lock (_instanceLock)
{
return _interval;
_interval = value;
if (_isEnabled)
{
DueTimeInMs = _dispatcher.Clock.TickCount + (int)_interval.TotalMilliseconds;
updateOSTimer = true;
}
}
set
if (updateOSTimer)
{
bool enabled = IsEnabled;
Stop();
_interval = value;
IsEnabled = enabled;
_dispatcher.UpdateOSTimer();
}
}
}
/// <summary>
/// Gets or sets a value indicating whether the timer is running.
/// </summary>
public bool IsEnabled
/// <summary>
/// Starts the timer.
/// </summary>
public void Start()
{
lock (_instanceLock)
{
get
if (!_isEnabled)
{
return _timer != null;
_isEnabled = true;
Restart();
}
}
}
set
/// <summary>
/// Stops the timer.
/// </summary>
public void Stop()
{
bool updateOSTimer = false;
lock (_instanceLock)
{
if (_isEnabled)
{
if (IsEnabled != value)
_isEnabled = false;
updateOSTimer = true;
// If the operation is in the queue, abort it.
if (_operation != null)
{
if (value)
{
Start();
}
else
{
Stop();
}
_operation.Abort();
_operation = null;
}
}
}
/// <summary>
/// Gets or sets user-defined data associated with the timer.
/// </summary>
public object? Tag
if (updateOSTimer)
{
get;
set;
_dispatcher.RemoveTimer(this);
}
}
/// <summary>
/// Starts a new timer.
/// </summary>
/// <param name="action">
/// The method to call on timer tick. If the method returns false, the timer will stop.
/// </param>
/// <param name="interval">The interval at which to tick.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable Run(Func<bool> action, TimeSpan interval, DispatcherPriority priority = default)
{
var timer = new DispatcherTimer(priority) { Interval = interval };
/// <summary>
/// Starts a new timer.
/// </summary>
/// <param name="action">
/// The method to call on timer tick. If the method returns false, the timer will stop.
/// </param>
/// <param name="interval">The interval at which to tick.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable Run(Func<bool> action, TimeSpan interval, DispatcherPriority priority = default)
{
var timer = new DispatcherTimer(priority) { Interval = interval };
timer.Tick += (s, e) =>
timer.Tick += (s, e) =>
{
if (!action())
{
if (!action())
{
timer.Stop();
}
};
timer.Stop();
}
};
timer.Start();
timer.Start();
return Disposable.Create(() => timer.Stop());
}
return Disposable.Create(() => timer.Stop());
}
/// <summary>
/// Runs a method once, after the specified interval.
/// </summary>
/// <param name="action">
/// The method to call after the interval has elapsed.
/// </param>
/// <param name="interval">The interval after which to call the method.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable RunOnce(
Action action,
TimeSpan interval,
DispatcherPriority priority = default)
/// <summary>
/// Runs a method once, after the specified interval.
/// </summary>
/// <param name="action">
/// The method to call after the interval has elapsed.
/// </param>
/// <param name="interval">The interval after which to call the method.</param>
/// <param name="priority">The priority to use.</param>
/// <returns>An <see cref="IDisposable"/> used to cancel the timer.</returns>
public static IDisposable RunOnce(
Action action,
TimeSpan interval,
DispatcherPriority priority = default)
{
interval = (interval != TimeSpan.Zero) ? interval : TimeSpan.FromTicks(1);
var timer = new DispatcherTimer(priority) { Interval = interval };
timer.Tick += (s, e) =>
{
interval = (interval != TimeSpan.Zero) ? interval : TimeSpan.FromTicks(1);
action();
timer.Stop();
};
var timer = new DispatcherTimer(priority) { Interval = interval };
timer.Start();
return Disposable.Create(() => timer.Stop());
}
/// <summary>
/// Occurs when the specified timer interval has elapsed and the
/// timer is enabled.
/// </summary>
public event EventHandler? Tick;
/// <summary>
/// Any data that the caller wants to pass along with the timer.
/// </summary>
public object? Tag { get; set; }
timer.Tick += (s, e) =>
{
action();
timer.Stop();
};
timer.Start();
internal DispatcherTimer(Dispatcher dispatcher, DispatcherPriority priority, TimeSpan interval)
{
if (dispatcher == null)
{
throw new ArgumentNullException("dispatcher");
}
return Disposable.Create(() => timer.Stop());
DispatcherPriority.Validate(priority, "priority");
if (priority == DispatcherPriority.Inactive)
{
throw new ArgumentException("Specified priority is not valid.", "priority");
}
/// <summary>
/// Starts the timer.
/// </summary>
public void Start()
if (interval.TotalMilliseconds < 0)
throw new ArgumentOutOfRangeException("interval", "TimeSpan period must be greater than or equal to zero.");
if (interval.TotalMilliseconds > Int32.MaxValue)
throw new ArgumentOutOfRangeException("interval",
"TimeSpan period must be less than or equal to Int32.MaxValue.");
_dispatcher = dispatcher;
_priority = priority;
_interval = interval;
}
private void Restart()
{
lock (_instanceLock)
{
if (!IsEnabled)
if (_operation != null)
{
var threading = AvaloniaLocator.Current.GetRequiredService<IPlatformThreadingInterface>();
_timer = threading.StartTimer(_priority, Interval, InternalTick);
// Timer has already been restarted, e.g. Start was called form the Tick handler.
return;
}
// BeginInvoke a new operation.
_operation = _dispatcher.InvokeAsync(FireTick, DispatcherPriority.Inactive);
DueTimeInMs = _dispatcher.Clock.TickCount + (int)_interval.TotalMilliseconds;
if (_interval.TotalMilliseconds == 0 && _dispatcher.CheckAccess())
{
// shortcut - just promote the item now
Promote();
}
else
{
_dispatcher.AddTimer(this);
}
}
}
/// <summary>
/// Stops the timer.
/// </summary>
public void Stop()
internal void Promote() // called from Dispatcher
{
lock (_instanceLock)
{
if (IsEnabled)
// Simply promote the operation to it's desired priority.
if (_operation != null)
{
_timer!.Dispose();
_timer = null;
_operation.Priority = _priority;
}
}
}
private void FireTick()
{
// The operation has been invoked, so forget about it.
_operation = null;
// The dispatcher thread is calling us because item's priority
// was changed from inactive to something else.
if (Tick != null)
{
Tick(this, EventArgs.Empty);
}
/// <summary>
/// Raises the <see cref="Tick"/> event on the dispatcher thread.
/// </summary>
private void InternalTick()
// If we are still enabled, start the timer again.
if (_isEnabled)
{
Dispatcher.UIThread.EnsurePriority(_priority);
Tick?.Invoke(this, EventArgs.Empty);
Restart();
}
}
// This is the object we use to synchronize access.
private object _instanceLock = new object();
// Note: We cannot BE a dispatcher-affinity object because we can be
// created by a worker thread. We are still associated with a
// dispatcher (where we post the item) but we can be accessed
// by any thread.
private Dispatcher _dispatcher;
private DispatcherPriority _priority; // NOTE: should be Priority
private TimeSpan _interval;
private DispatcherOperation? _operation;
private bool _isEnabled;
// used by Dispatcher
internal int DueTimeInMs { get; private set; }
}

25
src/Avalonia.Base/Threading/IDispatcher.cs

@ -26,30 +26,5 @@ namespace Avalonia.Threading
/// <param name="action">The method.</param>
/// <param name="priority">The priority with which to invoke the method.</param>
void Post(Action action, DispatcherPriority priority = default);
/// <summary>
/// Posts an action that will be invoked on the dispatcher thread.
/// </summary>
/// <param name="action">The method.</param>
/// <param name="arg">The argument of method to call.</param>
/// <param name="priority">The priority with which to invoke the method.</param>
void Post(SendOrPostCallback action, object? arg, DispatcherPriority priority = default);
/// <summary>
/// Invokes a action on the dispatcher thread.
/// </summary>
/// <param name="action">The method.</param>
/// <param name="priority">The priority with which to invoke the method.</param>
/// <returns>A task that can be used to track the method's execution.</returns>
Task InvokeAsync(Action action, DispatcherPriority priority = default);
/// <summary>
/// Queues the specified work to run on the dispatcher thread and returns a proxy for the
/// task returned by <paramref name="function"/>.
/// </summary>
/// <param name="function">The work to execute asynchronously.</param>
/// <param name="priority">The priority with which to invoke the method.</param>
/// <returns>A task that represents a proxy for the task returned by <paramref name="function"/>.</returns>
Task InvokeAsync(Func<Task> function, DispatcherPriority priority = default);
}
}

13
src/Avalonia.Base/Threading/IDispatcherClock.cs

@ -0,0 +1,13 @@
using System;
namespace Avalonia.Threading;
internal interface IDispatcherClock
{
int TickCount { get; }
}
internal class DefaultDispatcherClock : IDispatcherClock
{
public int TickCount => Environment.TickCount;
}

90
src/Avalonia.Base/Threading/IDispatcherImpl.cs

@ -0,0 +1,90 @@
using System;
using System.Threading;
using Avalonia.Platform;
namespace Avalonia.Threading;
interface IDispatcherImpl
{
//IDisposable StartTimer(DispatcherPriority priority, TimeSpan interval, Action tick);
bool CurrentThreadIsLoopThread { get; }
// Asynchronously triggers Signaled callback
void Signal();
event Action Signaled;
event Action Timer;
void UpdateTimer(int? dueTimeInTicks);
}
interface IDispatcherImplWithPendingInput : IDispatcherImpl
{
// Checks if dispatcher implementation can
bool CanQueryPendingInput { get; }
// Checks if there is pending user input
bool HasPendingInput { get; }
}
interface IControlledDispatcherImpl : IDispatcherImplWithPendingInput
{
// Runs the event loop
void RunLoop(CancellationToken token);
}
internal class LegacyDispatcherImpl : IControlledDispatcherImpl
{
private readonly IPlatformThreadingInterface _platformThreading;
private IDisposable? _timer;
public LegacyDispatcherImpl(IPlatformThreadingInterface platformThreading)
{
_platformThreading = platformThreading;
_platformThreading.Signaled += delegate { Signaled?.Invoke(); };
}
public bool CurrentThreadIsLoopThread => _platformThreading.CurrentThreadIsLoopThread;
public void Signal() => _platformThreading.Signal(DispatcherPriority.Send);
public event Action? Signaled;
public event Action? Timer;
public void UpdateTimer(int? dueTimeInTicks)
{
_timer?.Dispose();
_timer = null;
if (dueTimeInTicks.HasValue)
_timer = _platformThreading.StartTimer(DispatcherPriority.Send,
TimeSpan.FromMilliseconds(dueTimeInTicks.Value),
OnTick);
}
private void OnTick()
{
_timer?.Dispose();
_timer = null;
Timer?.Invoke();
}
public bool CanQueryPendingInput => false;
public bool HasPendingInput => false;
public void RunLoop(CancellationToken token) => _platformThreading.RunLoop(token);
}
class NullDispatcherImpl : IDispatcherImpl
{
public bool CurrentThreadIsLoopThread => true;
public void Signal()
{
}
public event Action? Signaled;
public event Action? Timer;
public void UpdateTimer(int? dueTimeInTicks)
{
}
}

2
src/Avalonia.Base/Threading/JobRunner.cs

@ -28,7 +28,7 @@ namespace Avalonia.Threading
/// <param name="priority">Priority to execute jobs for. Pass null if platform doesn't have internal priority system</param>
public void RunJobs(DispatcherPriority? priority)
{
var minimumPriority = priority ?? DispatcherPriority.MinValue;
var minimumPriority = priority ?? DispatcherPriority.MinimumActiveValue;
while (true)
{
var job = GetNextJob(minimumPriority);

5
src/Avalonia.Native/AvaloniaNativePlatform.cs

@ -9,6 +9,7 @@ using Avalonia.OpenGL;
using Avalonia.Platform;
using Avalonia.Rendering;
using Avalonia.Rendering.Composition;
using Avalonia.Threading;
using MicroCom.Runtime;
#nullable enable
@ -98,8 +99,8 @@ namespace Avalonia.Native
}
AvaloniaLocator.CurrentMutable
.Bind<IPlatformThreadingInterface>()
.ToConstant(new PlatformThreadingInterface(_factory.CreatePlatformThreadingInterface()))
.Bind<IDispatcherImpl>()
.ToConstant(new DispatcherImpl(_factory.CreatePlatformThreadingInterface()))
.Bind<ICursorFactory>().ToConstant(new CursorFactory(_factory.CreateCursorFactory()))
.Bind<IPlatformIconLoader>().ToSingleton<IconLoader>()
.Bind<IKeyboardDevice>().ToConstant(KeyboardDevice)

7
src/Avalonia.Native/CallbackBase.cs

@ -2,6 +2,7 @@
using System.Runtime.ExceptionServices;
using Avalonia.MicroCom;
using Avalonia.Platform;
using Avalonia.Threading;
using MicroCom.Runtime;
namespace Avalonia.Native
@ -10,11 +11,9 @@ namespace Avalonia.Native
{
public void RaiseException(Exception e)
{
if (AvaloniaLocator.Current.GetService<IPlatformThreadingInterface>() is PlatformThreadingInterface threadingInterface)
if (AvaloniaLocator.Current.GetService<IDispatcherImpl>() is DispatcherImpl dispatcherImpl)
{
threadingInterface.TerminateNativeApp();
threadingInterface.DispatchException(ExceptionDispatchInfo.Capture(e));
dispatcherImpl.PropagateCallbackException(ExceptionDispatchInfo.Capture(e));
}
}
}

127
src/Avalonia.Native/DispatcherImpl.cs

@ -0,0 +1,127 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.ExceptionServices;
using System.Threading;
using Avalonia.Native.Interop;
using Avalonia.Threading;
using MicroCom.Runtime;
namespace Avalonia.Native;
internal class DispatcherImpl : IControlledDispatcherImpl, IDispatcherClock
{
private readonly IAvnPlatformThreadingInterface _native;
private Thread? _loopThread;
private Stack<RunLoopFrame> _managedFrames = new();
public DispatcherImpl(IAvnPlatformThreadingInterface native)
{
_native = native;
using var events = new Events(this);
_native.SetEvents(events);
}
public event Action Signaled;
public event Action Timer;
private class Events : NativeCallbackBase, IAvnPlatformThreadingInterfaceEvents
{
private readonly DispatcherImpl _parent;
public Events(DispatcherImpl parent)
{
_parent = parent;
}
public void Signaled() => _parent.Signaled?.Invoke();
public void Timer() => _parent.Timer?.Invoke();
}
public bool CurrentThreadIsLoopThread
{
get
{
if (_loopThread != null)
return Thread.CurrentThread == _loopThread;
if (_native.CurrentThreadIsLoopThread == 0)
return false;
_loopThread = Thread.CurrentThread;
return true;
}
}
public void Signal() => _native.Signal();
public void UpdateTimer(int? dueTimeInTicks)
{
var ms = dueTimeInTicks == null ? -1 : Math.Max(1, dueTimeInTicks.Value - TickCount);
_native.UpdateTimer(ms);
}
public bool CanQueryPendingInput => true;
public bool HasPendingInput => _native.HasPendingInput() != 0;
class RunLoopFrame : IDisposable
{
public ExceptionDispatchInfo? Exception;
public CancellationTokenSource CancellationTokenSource = new();
public RunLoopFrame(CancellationToken token)
{
CancellationTokenSource = CancellationTokenSource.CreateLinkedTokenSource(token);
}
public void Dispose() => CancellationTokenSource.Dispose();
}
public void RunLoop(CancellationToken token)
{
if (token.IsCancellationRequested)
return;
object l = new();
var exited = false;
using var frame = new RunLoopFrame(token);
using var cancel = _native.CreateLoopCancellation();
frame.CancellationTokenSource.Token.Register(() =>
{
lock (l)
// ReSharper disable once AccessToModifiedClosure
// ReSharper disable once AccessToDisposedClosure
if (!exited)
cancel.Cancel();
});
try
{
_managedFrames.Push(frame);
_native.RunLoop(cancel);
}
finally
{
lock (l)
exited = true;
_managedFrames.Pop();
if (frame.Exception != null)
frame.Exception.Throw();
}
}
public int TickCount => Environment.TickCount;
public void PropagateCallbackException(ExceptionDispatchInfo capture)
{
if (_managedFrames.Count == 0)
{
Debug.Assert(false, "We should never get here");
return;
}
var frame = _managedFrames.Peek();
frame.Exception = capture;
frame.CancellationTokenSource.Cancel();
}
}

115
src/Avalonia.Native/PlatformThreadingInterface.cs

@ -1,115 +0,0 @@
using System;
using System.Runtime.ExceptionServices;
using System.Threading;
using Avalonia.Native.Interop;
using Avalonia.Platform;
using Avalonia.Threading;
namespace Avalonia.Native
{
internal class PlatformThreadingInterface : IPlatformThreadingInterface
{
class TimerCallback : NativeCallbackBase, IAvnActionCallback
{
readonly Action _tick;
public TimerCallback(Action tick)
{
_tick = tick;
}
public void Run()
{
_tick();
}
}
class SignaledCallback : NativeCallbackBase, IAvnSignaledCallback
{
readonly PlatformThreadingInterface _parent;
public SignaledCallback(PlatformThreadingInterface parent)
{
_parent = parent;
}
public void Signaled(int priority, int priorityContainsMeaningfulValue)
{
_parent.Signaled?.Invoke(priorityContainsMeaningfulValue.FromComBool() ? (DispatcherPriority?)priority : null);
}
}
readonly IAvnPlatformThreadingInterface _native;
private ExceptionDispatchInfo _exceptionDispatchInfo;
private CancellationTokenSource _exceptionCancellationSource;
public PlatformThreadingInterface(IAvnPlatformThreadingInterface native)
{
_native = native;
using (var cb = new SignaledCallback(this))
_native.SetSignaledCallback(cb);
}
public bool CurrentThreadIsLoopThread => _native.CurrentThreadIsLoopThread.FromComBool();
public event Action<DispatcherPriority?> Signaled;
public void RunLoop(CancellationToken cancellationToken)
{
_exceptionDispatchInfo?.Throw();
var l = new object();
_exceptionCancellationSource = new CancellationTokenSource();
var compositeCancellation = CancellationTokenSource
.CreateLinkedTokenSource(cancellationToken, _exceptionCancellationSource.Token).Token;
var cancellation = _native.CreateLoopCancellation();
compositeCancellation.Register(() =>
{
lock (l)
{
cancellation?.Cancel();
}
});
try
{
_native.RunLoop(cancellation);
}
finally
{
lock (l)
{
cancellation?.Dispose();
cancellation = null;
}
}
if (_exceptionDispatchInfo != null)
{
_exceptionDispatchInfo.Throw();
}
}
public void DispatchException (ExceptionDispatchInfo exceptionInfo)
{
_exceptionDispatchInfo = exceptionInfo;
}
public void TerminateNativeApp()
{
_exceptionCancellationSource?.Cancel();
}
public void Signal(DispatcherPriority priority)
{
_native.Signal((int)priority);
}
public IDisposable StartTimer(DispatcherPriority priority, TimeSpan interval, Action tick)
{
using (var cb = new TimerCallback(tick))
return _native.StartTimer((int)priority, (int)interval.TotalMilliseconds, cb);
}
}
}

15
src/Avalonia.Native/avn.idl

@ -645,9 +645,10 @@ interface IAvnActionCallback : IUnknown
}
[uuid(6df4d2db-0b80-4f59-ad88-0baa5e21eb14)]
interface IAvnSignaledCallback : IUnknown
interface IAvnPlatformThreadingInterfaceEvents : IUnknown
{
void Signaled(int priority, bool priorityContainsMeaningfulValue);
void Signaled();
void Timer();
}
[uuid(97330f88-c22b-4a8e-a130-201520091b01)]
@ -660,12 +661,12 @@ interface IAvnLoopCancellation : IUnknown
interface IAvnPlatformThreadingInterface : IUnknown
{
bool GetCurrentThreadIsLoopThread();
void SetSignaledCallback(IAvnSignaledCallback* cb);
bool HasPendingInput();
void SetEvents(IAvnPlatformThreadingInterfaceEvents* cb);
IAvnLoopCancellation* CreateLoopCancellation();
HRESULT RunLoop(IAvnLoopCancellation* cancel);
// Can't pass int* to sharpgentools for some reason
void Signal(int priority);
IUnknown* StartTimer(int priority, int ms, IAvnActionCallback* callback);
void RunLoop(IAvnLoopCancellation* cancel);
void Signal();
void UpdateTimer(int ms);
}
[uuid(6c621a6e-e4c1-4ae3-9749-83eeeffa09b6)]

4
src/Avalonia.X11/X11Platform.cs

@ -14,6 +14,7 @@ using Avalonia.OpenGL.Egl;
using Avalonia.Platform;
using Avalonia.Rendering;
using Avalonia.Rendering.Composition;
using Avalonia.Threading;
using Avalonia.X11;
using Avalonia.X11.Glx;
using static Avalonia.X11.XLib;
@ -34,6 +35,7 @@ namespace Avalonia.X11
public X11PlatformOptions Options { get; private set; }
public IntPtr OrphanedWindow { get; private set; }
public X11Globals Globals { get; private set; }
public ManualRawEventGrouperDispatchQueue EventGrouperDispatchQueue { get; } = new();
[DllImport("libc")]
private static extern void setlocale(int type, string s);
public void Initialize(X11PlatformOptions options)
@ -72,7 +74,7 @@ namespace Avalonia.X11
AvaloniaLocator.CurrentMutable.BindToSelf(this)
.Bind<IWindowingPlatform>().ToConstant(this)
.Bind<IPlatformThreadingInterface>().ToConstant(new X11PlatformThreading(this))
.Bind<IDispatcherImpl>().ToConstant(new X11PlatformThreading(this))
.Bind<IRenderTimer>().ToConstant(new SleepLoopRenderTimer(60))
.Bind<IRenderLoop>().ToConstant(new RenderLoop())
.Bind<PlatformHotkeyConfiguration>().ToConstant(new PlatformHotkeyConfiguration(KeyModifiers.Control))

155
src/Avalonia.X11/X11PlatformThreading.cs

@ -9,7 +9,7 @@ using static Avalonia.X11.XLib;
namespace Avalonia.X11
{
internal unsafe class X11PlatformThreading : IPlatformThreadingInterface
internal unsafe class X11PlatformThreading : IControlledDispatcherImpl, IDispatcherClock
{
private readonly AvaloniaX11Platform _platform;
private readonly IntPtr _display;
@ -68,44 +68,11 @@ namespace Avalonia.X11
private int _sigread, _sigwrite;
private object _lock = new object();
private bool _signaled;
private DispatcherPriority _signaledPriority;
private bool _wakeupRequested;
private long? _nextTimer;
private int _epoll;
private Stopwatch _clock = Stopwatch.StartNew();
private class X11Timer : IDisposable
{
private readonly X11PlatformThreading _parent;
public X11Timer(X11PlatformThreading parent, DispatcherPriority prio, TimeSpan interval, Action tick)
{
_parent = parent;
Priority = prio;
Tick = tick;
Interval = interval;
Reschedule();
}
public DispatcherPriority Priority { get; }
public TimeSpan NextTick { get; private set; }
public TimeSpan Interval { get; }
public Action Tick { get; }
public bool Disposed { get; private set; }
public void Reschedule()
{
NextTick = _parent._clock.Elapsed + Interval;
}
public void Dispose()
{
Disposed = true;
lock (_parent._lock)
_parent._timers.Remove(this);
}
}
private List<X11Timer> _timers = new List<X11Timer>();
public X11PlatformThreading(AvaloniaX11Platform platform)
{
_platform = platform;
@ -139,29 +106,16 @@ namespace Avalonia.X11
throw new X11Exception("Unable to attach signal pipe to epoll");
}
private int TimerComparer(X11Timer t1, X11Timer t2)
{
return t2.Priority - t1.Priority;
}
private void CheckSignaled()
{
int buf = 0;
while (read(_sigread, &buf, new IntPtr(4)).ToInt64() > 0)
{
}
DispatcherPriority prio;
lock (_lock)
{
if (!_signaled)
return;
_signaled = false;
prio = _signaledPriority;
_signaledPriority = DispatcherPriority.MinValue;
}
Signaled?.Invoke(prio);
Signaled?.Invoke();
}
private unsafe void HandleX11(CancellationToken cancellationToken)
@ -170,6 +124,7 @@ namespace Avalonia.X11
{
if (cancellationToken.IsCancellationRequested)
return;
XNextEvent(_display, out var xev);
if(XFilterEvent(ref xev, IntPtr.Zero))
continue;
@ -195,90 +150,94 @@ namespace Avalonia.X11
XFreeEventData(_display, &xev.GenericEventCookie);
}
}
Dispatcher.UIThread.RunJobs();
}
public void RunLoop(CancellationToken cancellationToken)
{
var readyTimers = new List<X11Timer>();
while (!cancellationToken.IsCancellationRequested)
{
var now = _clock.Elapsed;
TimeSpan? nextTick = null;
readyTimers.Clear();
lock(_timers)
foreach (var t in _timers)
{
if (nextTick == null || t.NextTick < nextTick.Value)
nextTick = t.NextTick;
if (t.NextTick < now)
readyTimers.Add(t);
}
readyTimers.Sort(TimerComparer);
foreach (var t in readyTimers)
var now = _clock.ElapsedMilliseconds;
if (_nextTimer.HasValue && now > _nextTimer.Value)
{
if (cancellationToken.IsCancellationRequested)
return;
t.Tick();
if(!t.Disposed)
{
t.Reschedule();
if (nextTick == null || t.NextTick < nextTick.Value)
nextTick = t.NextTick;
}
Timer?.Invoke();
}
if (cancellationToken.IsCancellationRequested)
return;
//Flush whatever requests were made to XServer
XFlush(_display);
epoll_event ev;
if (XPending(_display) == 0)
epoll_wait(_epoll, &ev, 1,
nextTick == null ? -1 : Math.Max(1, (int)(nextTick.Value - _clock.Elapsed).TotalMilliseconds));
{
now = _clock.ElapsedMilliseconds;
if (_nextTimer < now)
continue;
var timeout = _nextTimer == null ? (int)-1 : Math.Max(1, _nextTimer.Value - now);
epoll_wait(_epoll, &ev, 1, (int)Math.Min(int.MaxValue, timeout));
// Drain the signaled pipe
int buf = 0;
while (read(_sigread, &buf, new IntPtr(4)).ToInt64() > 0)
{
}
lock (_lock)
_wakeupRequested = false;
}
if (cancellationToken.IsCancellationRequested)
return;
CheckSignaled();
HandleX11(cancellationToken);
while (_platform.EventGrouperDispatchQueue.HasJobs)
{
CheckSignaled();
_platform.EventGrouperDispatchQueue.DispatchNext();
}
}
}
public void Signal(DispatcherPriority priority)
private void Wakeup()
{
lock (_lock)
{
if (priority > _signaledPriority)
_signaledPriority = priority;
if(_wakeupRequested)
return;
_wakeupRequested = true;
int buf = 0;
write(_sigwrite, &buf, new IntPtr(1));
}
}
public void Signal()
{
lock (_lock)
{
if(_signaled)
return;
_signaled = true;
int buf = 0;
write(_sigwrite, &buf, new IntPtr(1));
Wakeup();
}
}
public bool CurrentThreadIsLoopThread => Thread.CurrentThread == _mainThread;
public event Action<DispatcherPriority?> Signaled;
public IDisposable StartTimer(DispatcherPriority priority, TimeSpan interval, Action tick)
public event Action Signaled;
public event Action Timer;
public void UpdateTimer(int? dueTimeInTicks)
{
if (_mainThread != Thread.CurrentThread)
throw new InvalidOperationException("StartTimer can be only called from UI thread");
if (interval <= TimeSpan.Zero)
throw new ArgumentException("Interval must be positive", nameof(interval));
_nextTimer = dueTimeInTicks;
if (_nextTimer != null)
Wakeup();
}
// We assume that we are on the main thread and outside of epoll_wait, so there is no need for wakeup signal
var timer = new X11Timer(this, priority, interval, tick);
lock(_timers)
_timers.Add(timer);
return timer;
}
public int TickCount => (int)_clock.ElapsedMilliseconds;
public bool CanQueryPendingInput => true;
public bool HasPendingInput => _platform.EventGrouperDispatchQueue.HasJobs || XPending(_display) != 0;
}
}

3
src/Avalonia.X11/X11Window.cs

@ -187,7 +187,7 @@ namespace Avalonia.X11
UpdateMotifHints();
UpdateSizeHints(null);
_rawEventGrouper = new RawEventGrouper(DispatchInput);
_rawEventGrouper = new RawEventGrouper(DispatchInput, platform.EventGrouperDispatchQueue);
_transparencyHelper = new TransparencyHelper(_x11, _handle, platform.Globals);
_transparencyHelper.SetTransparencyRequest(WindowTransparencyLevel.None);
@ -507,7 +507,6 @@ namespace Avalonia.X11
if (changedSize && !updatedSizeViaScaling && !_popup)
Resized?.Invoke(ClientSize, PlatformResizeReason.Unspecified);
Dispatcher.UIThread.RunJobs(DispatcherPriority.Layout);
}, DispatcherPriority.Layout);
if (_useRenderWindow)
XConfigureResizeWindow(_x11.Display, _renderHandle, ev.ConfigureEvent.width,

91
src/Shared/RawEventGrouping.cs

@ -12,26 +12,45 @@ namespace Avalonia;
While doing that it groups Move and TouchUpdate events so we could provide GetIntermediatePoints API
*/
internal class RawEventGrouper : IDisposable
internal interface IRawEventGrouperDispatchQueue
{
private readonly Action<RawInputEventArgs> _eventCallback;
private readonly Queue<RawInputEventArgs> _inputQueue = new();
void Add(RawInputEventArgs args, Action<RawInputEventArgs> handler);
}
class ManualRawEventGrouperDispatchQueue : IRawEventGrouperDispatchQueue
{
private readonly Queue<(RawInputEventArgs args, Action<RawInputEventArgs> handler)> _inputQueue = new();
public void Add(RawInputEventArgs args, Action<RawInputEventArgs> handler) => _inputQueue.Enqueue((args, handler));
public bool HasJobs => _inputQueue.Count > 0;
public void DispatchNext()
{
if (_inputQueue.Count == 0)
return;
var ev = _inputQueue.Dequeue();
ev.handler(ev.args);
}
}
internal class AutomaticRawEventGrouperDispatchQueue : IRawEventGrouperDispatchQueue
{
private readonly Queue<(RawInputEventArgs args, Action<RawInputEventArgs> handler)> _inputQueue = new();
private readonly Action _dispatchFromQueue;
private readonly Dictionary<long, RawPointerEventArgs> _lastTouchPoints = new();
private RawInputEventArgs? _lastEvent;
public RawEventGrouper(Action<RawInputEventArgs> eventCallback)
public AutomaticRawEventGrouperDispatchQueue()
{
_eventCallback = eventCallback;
_dispatchFromQueue = DispatchFromQueue;
}
private void AddToQueue(RawInputEventArgs args)
public void Add(RawInputEventArgs args, Action<RawInputEventArgs> handler)
{
_lastEvent = args;
_inputQueue.Enqueue(args);
_inputQueue.Enqueue((args, handler));
if (_inputQueue.Count == 1)
Dispatcher.UIThread.Post(_dispatchFromQueue, DispatcherPriority.Input);
}
private void DispatchFromQueue()
@ -43,6 +62,43 @@ internal class RawEventGrouper : IDisposable
var ev = _inputQueue.Dequeue();
ev.handler(ev.args);
if (Dispatcher.UIThread.HasJobsWithPriority(DispatcherPriority.Input + 1))
{
Dispatcher.UIThread.Post(_dispatchFromQueue, DispatcherPriority.Input);
return;
}
}
}
}
internal class RawEventGrouper : IDisposable
{
private readonly Action<RawInputEventArgs> _eventCallback;
private readonly IRawEventGrouperDispatchQueue _queue;
private readonly Dictionary<long, RawPointerEventArgs> _lastTouchPoints = new();
private RawInputEventArgs? _lastEvent;
private Action<RawInputEventArgs> _dispatch;
private bool _disposed;
public RawEventGrouper(Action<RawInputEventArgs> eventCallback, IRawEventGrouperDispatchQueue? queue = null)
{
_eventCallback = eventCallback;
_queue = queue ?? new AutomaticRawEventGrouperDispatchQueue();
_dispatch = Dispatch;
}
private void AddToQueue(RawInputEventArgs args)
{
_lastEvent = args;
_queue.Add(args, _dispatch);
}
private void Dispatch(RawInputEventArgs ev)
{
if (!_disposed)
{
if (_lastEvent == ev)
_lastEvent = null;
@ -50,18 +106,13 @@ internal class RawEventGrouper : IDisposable
_lastTouchPoints.Remove(touchUpdate.RawPointerId);
_eventCallback?.Invoke(ev);
if (ev is RawPointerEventArgs { IntermediatePoints.Value: PooledList<RawPointerPoint> list })
list.Dispose();
if (Dispatcher.UIThread.HasJobsWithPriority(DispatcherPriority.Input + 1))
{
Dispatcher.UIThread.Post(_dispatchFromQueue, DispatcherPriority.Input);
return;
}
}
if (ev is RawPointerEventArgs { IntermediatePoints.Value: PooledList<RawPointerPoint> list })
list.Dispose();
}
public void HandleEvent(RawInputEventArgs args)
{
/*
@ -123,7 +174,7 @@ internal class RawEventGrouper : IDisposable
public void Dispose()
{
_inputQueue.Clear();
_disposed = true;
_lastEvent = null;
_lastTouchPoints.Clear();
}

43
src/Windows/Avalonia.Win32/Interop/UnmanagedMethods.cs

@ -1784,6 +1784,49 @@ namespace Avalonia.Win32.Interop
return result;
}
[Flags]
internal enum QueueStatusFlags
{
QS_KEY = 0x0001,
QS_MOUSEMOVE = 0x0002,
QS_MOUSEBUTTON = 0x0004,
QS_POSTMESSAGE = 0x0008,
QS_TIMER = 0x0010,
QS_PAINT = 0x0020,
QS_SENDMESSAGE = 0x0040,
QS_HOTKEY = 0x0080,
QS_ALLPOSTMESSAGE = 0x0100,
QS_EVENT = 0x0200,
QS_MOUSE = QS_MOUSEMOVE | QS_MOUSEBUTTON,
QS_INPUT = QS_MOUSE | QS_KEY,
QS_ALLEVENTS = QS_INPUT | QS_POSTMESSAGE | QS_TIMER | QS_PAINT | QS_HOTKEY,
QS_ALLINPUT = QS_INPUT | QS_POSTMESSAGE | QS_TIMER | QS_PAINT | QS_HOTKEY | QS_SENDMESSAGE
}
[Flags]
internal enum MsgWaitForMultipleObjectsFlags
{
MWMO_WAITALL = 0x0001,
MWMO_ALERTABLE = 0x0002,
MWMO_INPUTAVAILABLE = 0x0004
}
[DllImport("user32", EntryPoint="MsgWaitForMultipleObjectsEx", SetLastError = true, ExactSpelling = true, CharSet = CharSet.Auto)]
private static extern int IntMsgWaitForMultipleObjectsEx(int nCount, IntPtr[]? pHandles, int dwMilliseconds,
QueueStatusFlags dwWakeMask, MsgWaitForMultipleObjectsFlags dwFlags);
internal static int MsgWaitForMultipleObjectsEx(int nCount, IntPtr[]? pHandles, int dwMilliseconds,
QueueStatusFlags dwWakeMask, MsgWaitForMultipleObjectsFlags dwFlags)
{
int result = IntMsgWaitForMultipleObjectsEx(nCount, pHandles, dwMilliseconds, dwWakeMask, dwFlags);
if(result == -1)
{
throw new Win32Exception();
}
return result;
}
[DllImport("user32.dll")]
internal static extern int SetWindowCompositionAttribute(IntPtr hwnd, ref WindowCompositionAttributeData data);

121
src/Windows/Avalonia.Win32/Win32DispatcherImpl.cs

@ -0,0 +1,121 @@
using System;
using System.Runtime.InteropServices;
using System.Threading;
using Avalonia.Threading;
using Avalonia.Win32.Interop;
using static Avalonia.Win32.Interop.UnmanagedMethods;
namespace Avalonia.Win32;
internal class Win32DispatcherImpl : IControlledDispatcherImpl, IDispatcherClock
{
private readonly IntPtr _messageWindow;
private static Thread? s_uiThread;
private IntPtr? _timerHandle;
private readonly TimerProc _timerDelegate;
public Win32DispatcherImpl(IntPtr messageWindow)
{
_messageWindow = messageWindow;
s_uiThread = Thread.CurrentThread;
_timerDelegate = TimerProc;
}
public bool CurrentThreadIsLoopThread => s_uiThread == Thread.CurrentThread;
internal const int SignalW = unchecked((int)0xdeadbeaf);
internal const int SignalL = unchecked((int)0x12345678);
public void Signal() =>
// Messages from PostMessage are always processed before any user input,
// so Win32 should call us ASAP
PostMessage(
_messageWindow,
(int)WindowsMessage.WM_DISPATCH_WORK_ITEM,
new IntPtr(SignalW),
new IntPtr(SignalL));
public void DispatchWorkItem() => Signaled?.Invoke();
public event Action? Signaled;
public event Action? Timer;
void TimerProc(IntPtr hWnd, uint uMsg, IntPtr nIdEvent, uint dwTime) => Timer?.Invoke();
public void UpdateTimer(int? dueTimeInTicks)
{
if (_timerHandle.HasValue)
KillTimer(IntPtr.Zero, _timerHandle.Value);
if (dueTimeInTicks == null)
return;
var interval = (uint)Math.Max(1, TickCount - dueTimeInTicks.Value);
_timerHandle = SetTimer(
IntPtr.Zero,
IntPtr.Zero,
interval,
_timerDelegate);
}
public bool CanQueryPendingInput => true;
public bool HasPendingInput
{
get
{
// We need to know if there is any pending input in the Win32
// queue because we want to only process Avalon "background"
// items after Win32 input has been processed.
//
// Win32 provides the GetQueueStatus API -- but it has a major
// drawback: it only counts "new" input. This means that
// sometimes it could return false, even if there really is input
// that needs to be processed. This results in very hard to
// find bugs.
//
// Luckily, Win32 also provides the MsgWaitForMultipleObjectsEx
// API. While more awkward to use, this API can return queue
// status information even if the input is "old". The various
// flags we use are:
//
// QS_INPUT
// This represents any pending input - such as mouse moves, or
// key presses. It also includes the new GenericInput messages.
//
// QS_EVENT
// This is actually a private flag that represents the various
// events that can be queued in Win32. Some of these events
// can cause input, but Win32 doesn't include them in the
// QS_INPUT flag. An example is WM_MOUSELEAVE.
//
// QS_POSTMESSAGE
// If there is already a message in the queue, we need to process
// it before we can process input.
//
// MWMO_INPUTAVAILABLE
// This flag indicates that any input (new or old) is to be
// reported.
//
return MsgWaitForMultipleObjectsEx(0, null, 0,
QueueStatusFlags.QS_INPUT | QueueStatusFlags.QS_EVENT | QueueStatusFlags.QS_POSTMESSAGE,
MsgWaitForMultipleObjectsFlags.MWMO_INPUTAVAILABLE) == 0;
}
}
public void RunLoop(CancellationToken cancellationToken)
{
var result = 0;
while (!cancellationToken.IsCancellationRequested
&& (result = GetMessage(out var msg, IntPtr.Zero, 0, 0)) > 0)
{
TranslateMessage(ref msg);
DispatchMessage(ref msg);
}
if (result < 0)
{
Logging.Logger.TryGet(Logging.LogEventLevel.Error, Logging.LogArea.Win32Platform)
?.Log(this, "Unmanaged error in {0}. Error Code: {1}", nameof(RunLoop), Marshal.GetLastWin32Error());
}
}
public int TickCount => Environment.TickCount;
}

70
src/Windows/Avalonia.Win32/Win32Platform.cs

@ -107,21 +107,21 @@ namespace Avalonia
namespace Avalonia.Win32
{
internal class Win32Platform : IPlatformThreadingInterface, IWindowingPlatform, IPlatformIconLoader, IPlatformLifetimeEventsImpl
internal class Win32Platform : IWindowingPlatform, IPlatformIconLoader, IPlatformLifetimeEventsImpl
{
private static readonly Win32Platform s_instance = new();
private static Thread? s_uiThread;
private static Win32PlatformOptions? s_options;
private static Compositor? s_compositor;
private WndProc? _wndProcDelegate;
private IntPtr _hwnd;
private readonly List<Delegate> _delegates = new();
private Win32DispatcherImpl _dispatcher;
public Win32Platform()
{
SetDpiAwareness();
CreateMessageWindow();
_dispatcher = new Win32DispatcherImpl(_hwnd);
}
internal static Win32Platform Instance => s_instance;
@ -157,7 +157,7 @@ namespace Avalonia.Win32
.Bind<ICursorFactory>().ToConstant(CursorFactory.Instance)
.Bind<IKeyboardDevice>().ToConstant(WindowsKeyboardDevice.Instance)
.Bind<IPlatformSettings>().ToSingleton<Win32PlatformSettings>()
.Bind<IPlatformThreadingInterface>().ToConstant(s_instance)
.Bind<IDispatcherImpl>().ToConstant(s_instance._dispatcher)
.Bind<IRenderLoop>().ToConstant(new RenderLoop())
.Bind<IRenderTimer>().ToConstant(renderTimer)
.Bind<IWindowingPlatform>().ToConstant(s_instance)
@ -174,8 +174,6 @@ namespace Avalonia.Win32
.Bind<IMountedVolumeInfoProvider>().ToConstant(new WindowsMountedVolumeInfoProvider())
.Bind<IPlatformLifetimeEventsImpl>().ToConstant(s_instance);
s_uiThread = Thread.CurrentThread;
var platformGraphics = options.CustomPlatformGraphics
?? Win32GlManager.Initialize();
@ -205,67 +203,15 @@ namespace Avalonia.Win32
}
}
public void RunLoop(CancellationToken cancellationToken)
{
var result = 0;
while (!cancellationToken.IsCancellationRequested
&& (result = GetMessage(out var msg, IntPtr.Zero, 0, 0)) > 0)
{
TranslateMessage(ref msg);
DispatchMessage(ref msg);
}
if (result < 0)
{
Logging.Logger.TryGet(Logging.LogEventLevel.Error, Logging.LogArea.Win32Platform)
?.Log(this, "Unmanaged error in {0}. Error Code: {1}", nameof(RunLoop), Marshal.GetLastWin32Error());
}
}
public IDisposable StartTimer(DispatcherPriority priority, TimeSpan interval, Action callback)
{
TimerProc timerDelegate = (_, _, _, _) => callback();
IntPtr handle = SetTimer(
IntPtr.Zero,
IntPtr.Zero,
(uint)interval.TotalMilliseconds,
timerDelegate);
// Prevent timerDelegate being garbage collected.
_delegates.Add(timerDelegate);
return Disposable.Create(() =>
{
_delegates.Remove(timerDelegate);
KillTimer(IntPtr.Zero, handle);
});
}
private const int SignalW = unchecked((int)0xdeadbeaf);
private const int SignalL = unchecked((int)0x12345678);
public void Signal(DispatcherPriority prio)
{
PostMessage(
_hwnd,
(int)WindowsMessage.WM_DISPATCH_WORK_ITEM,
new IntPtr(SignalW),
new IntPtr(SignalL));
}
public bool CurrentThreadIsLoopThread => s_uiThread == Thread.CurrentThread;
public event Action<DispatcherPriority?>? Signaled;
public event EventHandler<ShutdownRequestedEventArgs>? ShutdownRequested;
[SuppressMessage("Microsoft.StyleCop.CSharp.NamingRules", "SA1305:FieldNamesMustNotUseHungarianNotation", Justification = "Using Win32 naming for consistency.")]
private IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
if (msg == (int)WindowsMessage.WM_DISPATCH_WORK_ITEM && wParam.ToInt64() == SignalW && lParam.ToInt64() == SignalL)
{
Signaled?.Invoke(null);
}
if (msg == (int)WindowsMessage.WM_DISPATCH_WORK_ITEM
&& wParam.ToInt64() == Win32DispatcherImpl.SignalW
&& lParam.ToInt64() == Win32DispatcherImpl.SignalL)
_dispatcher?.DispatchWorkItem();
if(msg == (uint)WindowsMessage.WM_QUERYENDSESSION)
{

13
tests/Avalonia.Base.UnitTests/Composition/CompositionAnimationTests.cs

@ -63,12 +63,23 @@ public class CompositionAnimationTests
}
}
class DummyDispatcher : IDispatcher
{
public bool CheckAccess() => true;
public void VerifyAccess()
{
}
public void Post(Action action, DispatcherPriority priority = default) => throw new NotSupportedException();
}
[AnimationDataProvider]
[Theory]
public void GenericCheck(AnimationData data)
{
var compositor =
new Compositor(new RenderLoop(new CompositorTestServices.ManualRenderTimer(), new Dispatcher(null)), null);
new Compositor(new RenderLoop(new CompositorTestServices.ManualRenderTimer(), new DummyDispatcher()), null);
var target = compositor.CreateSolidColorVisual();
var ani = new ScalarKeyFrameAnimation(null);
foreach (var frame in data.Frames)

180
tests/Avalonia.Base.UnitTests/DispatcherTests.cs

@ -0,0 +1,180 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Avalonia.Threading;
using Xunit;
namespace Avalonia.Base.UnitTests;
public class DispatcherTests
{
class SimpleDispatcherImpl : IDispatcherImpl, IDispatcherClock, IDispatcherImplWithPendingInput
{
public bool CurrentThreadIsLoopThread => true;
public void Signal() => AskedForSignal = true;
public event Action Signaled;
public event Action Timer;
public int? NextTimer { get; private set; }
public bool AskedForSignal { get; private set; }
public void UpdateTimer(int? dueTimeInTicks)
{
NextTimer = dueTimeInTicks;
}
public int TickCount { get; set; }
public void ExecuteSignal()
{
if (!AskedForSignal)
return;
AskedForSignal = false;
Signaled?.Invoke();
}
public void ExecuteTimer()
{
if (NextTimer == null)
return;
TickCount = NextTimer.Value;
Timer?.Invoke();
}
public bool CanQueryPendingInput => TestInputPending != null;
public bool HasPendingInput => TestInputPending == true;
public bool? TestInputPending { get; set; }
}
[Fact]
public void DispatcherExecutesJobsAccordingToPriority()
{
var impl = new SimpleDispatcherImpl();
var disp = new Dispatcher(impl, impl);
var actions = new List<string>();
disp.Post(()=>actions.Add("Background"), DispatcherPriority.Background);
disp.Post(()=>actions.Add("Render"), DispatcherPriority.Render);
disp.Post(()=>actions.Add("Input"), DispatcherPriority.Input);
Assert.True(impl.AskedForSignal);
impl.ExecuteSignal();
Assert.Equal(new[] { "Render", "Input", "Background" }, actions);
}
[Fact]
public void DispatcherPreservesOrderWhenChangingPriority()
{
var impl = new SimpleDispatcherImpl();
var disp = new Dispatcher(impl, impl);
var actions = new List<string>();
var toPromote = disp.InvokeAsync(()=>actions.Add("PromotedRender"), DispatcherPriority.Background);
var toPromote2 = disp.InvokeAsync(()=>actions.Add("PromotedRender2"), DispatcherPriority.Input);
disp.Post(() => actions.Add("Render"), DispatcherPriority.Render);
toPromote.Priority = DispatcherPriority.Render;
toPromote2.Priority = DispatcherPriority.Render;
Assert.True(impl.AskedForSignal);
impl.ExecuteSignal();
Assert.Equal(new[] { "PromotedRender", "PromotedRender2", "Render" }, actions);
}
[Fact]
public void DispatcherStopsItemProcessingWhenInteractivityDeadlineIsReached()
{
var impl = new SimpleDispatcherImpl();
var disp = new Dispatcher(impl, impl);
var actions = new List<int>();
for (var c = 0; c < 10; c++)
{
var itemId = c;
disp.Post(() =>
{
actions.Add(itemId);
impl.TickCount += 20;
}, DispatcherPriority.Background);
}
Assert.False(impl.AskedForSignal);
Assert.NotNull(impl.NextTimer);
impl.ExecuteTimer();
Assert.True(impl.AskedForSignal);
Assert.Null(impl.NextTimer);
for (var c = 0; c < 4; c++)
{
if (impl.NextTimer != null)
impl.ExecuteTimer();
Assert.True(impl.AskedForSignal);
impl.ExecuteSignal();
var expectedCount = (c + 1) * 3;
if (c == 3)
expectedCount = 10;
Assert.Equal(Enumerable.Range(0, expectedCount), actions);
Assert.False(impl.AskedForSignal);
if (c < 3)
{
Assert.True(impl.NextTimer > impl.TickCount);
}
else
Assert.Null(impl.NextTimer);
}
}
[Fact]
public void DispatcherStopsItemProcessingWhenInputIsPending()
{
var impl = new SimpleDispatcherImpl();
impl.TestInputPending = false;
var disp = new Dispatcher(impl, impl);
var actions = new List<int>();
for (var c = 0; c < 10; c++)
{
var itemId = c;
disp.Post(() =>
{
actions.Add(itemId);
if (itemId == 0 || itemId == 3 || itemId == 7)
impl.TestInputPending = true;
}, DispatcherPriority.Background);
}
Assert.False(impl.AskedForSignal);
Assert.NotNull(impl.NextTimer);
impl.ExecuteTimer();
Assert.True(impl.AskedForSignal);
Assert.Null(impl.NextTimer);
for (var c = 0; c < 4; c++)
{
if (impl.NextTimer != null)
impl.ExecuteTimer();
Assert.True(impl.AskedForSignal);
impl.ExecuteSignal();
var expectedCount = c switch
{
0 => 1,
1 => 4,
2 => 8,
3 => 10
};
Assert.Equal(Enumerable.Range(0, expectedCount), actions);
Assert.False(impl.AskedForSignal);
if (c < 3)
{
Assert.True(impl.NextTimer > impl.TickCount);
impl.TickCount = impl.NextTimer.Value + 1;
}
else
Assert.Null(impl.NextTimer);
impl.TestInputPending = false;
}
}
}

5
tests/Avalonia.Base.UnitTests/Rendering/RenderLoopTests.cs

@ -47,9 +47,8 @@ namespace Avalonia.Base.UnitTests.Rendering
{
var dispatcher = new Mock<IDispatcher>();
dispatcher.Setup(
d => d.InvokeAsync(It.IsAny<Action>(), DispatcherPriority.Render))
.Callback((Action a, DispatcherPriority _) => a())
.Returns(Task.CompletedTask);
d => d.Post(It.IsAny<Action>(), DispatcherPriority.Render))
.Callback((Action a, DispatcherPriority _) => a());
var timer = new Mock<IRenderTimer>();
var loop = new RenderLoop(timer.Object, dispatcher.Object);

2
tests/Avalonia.Controls.UnitTests/ToolTipTests.cs

@ -157,7 +157,7 @@ namespace Avalonia.Controls.UnitTests
}
}
[Fact]
[Fact(Skip = "Timers should NOT, in fact, be checked via IPlatformThreadingInterface")]
public void Should_Open_On_Pointer_Enter_With_Delay()
{
Action timercallback = null;

1
tests/Avalonia.Markup.Xaml.UnitTests/Xaml/StyleTests.cs

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Xml;
using Avalonia.Controls;
using Avalonia.Markup.Xaml.Styling;

2
tests/Avalonia.Markup.Xaml.UnitTests/XamlTestBase.cs

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using Avalonia.Controls;
using Avalonia.Data;
namespace Avalonia.Markup.Xaml.UnitTests
@ -13,6 +14,7 @@ namespace Avalonia.Markup.Xaml.UnitTests
{
// Ensure necessary assemblies are loaded.
var _ = typeof(TemplateBinding);
GC.KeepAlive(typeof(ItemsRepeater));
if (AvaloniaLocator.Current.GetService<AvaloniaXamlLoader.IRuntimeXamlLoader>() == null)
AvaloniaLocator.CurrentMutable.Bind<AvaloniaXamlLoader.IRuntimeXamlLoader>()
.ToConstant(new TestXamlLoaderShim());

4
tests/Avalonia.UnitTests/UnitTestApplication.cs

@ -43,7 +43,7 @@ namespace Avalonia.UnitTests
{
var scope = AvaloniaLocator.EnterScope();
var app = new UnitTestApplication(services);
Dispatcher.UIThread.UpdateServices();
Dispatcher.ResetForUnitTests();
return Disposable.Create(() =>
{
if (Dispatcher.UIThread.CheckAccess())
@ -52,7 +52,7 @@ namespace Avalonia.UnitTests
}
scope.Dispose();
Dispatcher.UIThread.UpdateServices();
Dispatcher.ResetForUnitTests();
});
}

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