fix(core): Core cleanup, adds event loop synchronization, and fixes gumps (#429)
- [X] Cleans up gump packets
- [X] Adds event loop task synchronization
- [X] Moves timer pause and cleans up the delay task timer class
- [X] Cleans up the conserve cpu
- [X] Renames variables to make them consistent with the new style
- [X] Removes process delta recursion checking.
- [X] Properly diposes net states. This fixes edge cases that may cause hanging connections to stay open longer than they should.
- [X] Fixes an issue with gump items not compiling properly
Users can now utilize `Timer.Pause()` since the code will be executed on the proper thread.
```cs
public void async void Talk()
{
_canTalk = false;
await Timer.Pause(Utility.RandomMinMax(5000, 8000)); // Talk after 5-8 seconds
DoTalk();
await Timer.Pause(Utility.RandomMinMax(12000, 25000)); // Reset ability to talk after 12-25 seconds
_canTalk = true;
}
```
This commit is contained in:
parent
07751654b7
commit
6f0e1a22f9
24 changed files with 763 additions and 449 deletions
297
Projects/Server/Timer/Timer.DelayCall.cs
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297
Projects/Server/Timer/Timer.DelayCall.cs
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/*************************************************************************
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* ModernUO *
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* Copyright (C) 2019-2021 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: Timer.DelayCall.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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namespace Server
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{
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public delegate void TimerCallback();
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public delegate void TimerStateCallback<in T>(T state);
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public delegate void TimerStateCallback<in T1, in T2>(T1 t1, T2 t2);
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public delegate void TimerStateCallback<in T1, in T2, in T3>(T1 t1, T2 t2, T3 t3);
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public delegate void TimerStateCallback<in T1, in T2, in T3, in T4>(T1 t1, T2 t2, T3 t3, T4 t4);
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public partial class Timer
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{
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public static Timer DelayCall(TimerCallback callback) => DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback);
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public static Timer DelayCall(TimeSpan delay, TimerCallback callback) =>
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DelayCall(delay, TimeSpan.Zero, 1, callback);
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public static Timer DelayCall(TimeSpan delay, TimeSpan interval, TimerCallback callback) =>
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DelayCall(delay, interval, 0, callback);
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public static Timer DelayCall(TimeSpan delay, TimeSpan interval, int count, TimerCallback callback)
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{
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Timer t = new DelayCallTimer(delay, interval, count, callback);
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t.Priority = ComputePriority(count == 1 ? delay : interval);
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t.Start();
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return t;
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}
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public static Timer DelayCall<T>(TimerStateCallback<T> callback, T state) =>
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DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback, state);
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public static Timer DelayCall<T>(TimeSpan delay, TimerStateCallback<T> callback, T state) =>
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DelayCall(delay, TimeSpan.Zero, 1, callback, state);
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public static Timer DelayCall<T>(TimeSpan delay, TimeSpan interval, TimerStateCallback<T> callback, T state) =>
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DelayCall(delay, interval, 0, callback, state);
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public static Timer DelayCall<T>(
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TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T> callback,
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T state
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)
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{
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Timer t = new DelayStateCallTimer<T>(delay, interval, count, callback, state);
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t.Priority = ComputePriority(count == 1 ? delay : interval);
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t.Start();
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return t;
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}
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public static Timer DelayCall<T1, T2>(TimerStateCallback<T1, T2> callback, T1 t1, T2 t2) =>
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DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback, t1, t2);
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public static Timer DelayCall<T1, T2>(TimeSpan delay, TimerStateCallback<T1, T2> callback, T1 t1, T2 t2) =>
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DelayCall(delay, TimeSpan.Zero, 1, callback, t1, t2);
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public static Timer DelayCall<T1, T2>(
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TimeSpan delay, TimeSpan interval, TimerStateCallback<T1, T2> callback,
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T1 t1, T2 t2
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) => DelayCall(delay, interval, 0, callback, t1, t2);
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public static Timer DelayCall<T1, T2>(
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TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T1, T2> callback,
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T1 t1, T2 t2
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)
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{
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Timer t = new DelayStateCallTimer<T1, T2>(delay, interval, count, callback, t1, t2);
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t.Priority = ComputePriority(count == 1 ? delay : interval);
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t.Start();
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return t;
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}
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public static Timer DelayCall<T1, T2, T3>(TimerStateCallback<T1, T2, T3> callback, T1 t1, T2 t2, T3 t3) =>
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DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback, t1, t2, t3);
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public static Timer DelayCall<T1, T2, T3>(
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TimeSpan delay, TimerStateCallback<T1, T2, T3> callback, T1 t1, T2 t2, T3 t3
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) =>
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DelayCall(delay, TimeSpan.Zero, 1, callback, t1, t2, t3);
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public static Timer DelayCall<T1, T2, T3>(
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TimeSpan delay, TimeSpan interval, TimerStateCallback<T1, T2, T3> callback,
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T1 t1, T2 t2, T3 t3
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) => DelayCall(delay, interval, 0, callback, t1, t2, t3);
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public static Timer DelayCall<T1, T2, T3>(
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TimeSpan delay, TimeSpan interval, int count,
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TimerStateCallback<T1, T2, T3> callback, T1 t1, T2 t2, T3 t3
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)
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{
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Timer t = new DelayStateCallTimer<T1, T2, T3>(delay, interval, count, callback, t1, t2, t3);
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t.Priority = ComputePriority(count == 1 ? delay : interval);
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t.Start();
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return t;
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}
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public static Timer DelayCall<T1, T2, T3, T4>(
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TimerStateCallback<T1, T2, T3, T4> callback, T1 t1, T2 t2, T3 t3, T4 t4
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) =>
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DelayCall(TimeSpan.Zero, TimeSpan.Zero, 1, callback, t1, t2, t3, t4);
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public static Timer DelayCall<T1, T2, T3, T4>(
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TimeSpan delay, TimerStateCallback<T1, T2, T3, T4> callback,
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T1 t1, T2 t2, T3 t3, T4 t4
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) => DelayCall(delay, TimeSpan.Zero, 1, callback, t1, t2, t3, t4);
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public static Timer DelayCall<T1, T2, T3, T4>(
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TimeSpan delay, TimeSpan interval,
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TimerStateCallback<T1, T2, T3, T4> callback, T1 t1, T2 t2, T3 t3, T4 t4
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) =>
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DelayCall(delay, interval, 0, callback, t1, t2, t3, t4);
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public static Timer DelayCall<T1, T2, T3, T4>(
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TimeSpan delay, TimeSpan interval, int count,
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TimerStateCallback<T1, T2, T3, T4> callback, T1 t1, T2 t2, T3 t3, T4 t4
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)
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{
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Timer t = new DelayStateCallTimer<T1, T2, T3, T4>(delay, interval, count, callback, t1, t2, t3, t4);
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t.Priority = ComputePriority(count == 1 ? delay : interval);
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t.Start();
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return t;
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}
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private class DelayCallTimer : Timer
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{
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public DelayCallTimer(TimeSpan delay, TimeSpan interval, int count, TimerCallback callback) : base(
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delay,
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interval,
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count
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)
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{
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Callback = callback;
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RegCreation();
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}
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public TimerCallback Callback { get; }
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public override bool DefRegCreation => false;
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protected override void OnTick()
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{
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Callback?.Invoke();
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}
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public override string ToString() => $"DelayCallTimer[{FormatDelegate(Callback)}]";
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}
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private class DelayStateCallTimer<T> : Timer
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{
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private readonly T m_State;
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public DelayStateCallTimer(TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T> callback, T state)
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: base(delay, interval, count)
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{
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Callback = callback;
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m_State = state;
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RegCreation();
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}
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public TimerStateCallback<T> Callback { get; }
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public override bool DefRegCreation => false;
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protected override void OnTick()
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{
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Callback?.Invoke(m_State);
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}
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public override string ToString() => $"DelayStateCall[{FormatDelegate(Callback)}]";
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}
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private class DelayStateCallTimer<T1, T2> : Timer
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{
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private readonly T1 m_T1;
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private readonly T2 m_T2;
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public DelayStateCallTimer(
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TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T1, T2> callback,
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T1 t1, T2 t2
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) : base(delay, interval, count)
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{
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Callback = callback;
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m_T1 = t1;
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m_T2 = t2;
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RegCreation();
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}
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public TimerStateCallback<T1, T2> Callback { get; }
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public override bool DefRegCreation => false;
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protected override void OnTick()
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{
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Callback?.Invoke(m_T1, m_T2);
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}
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public override string ToString() => $"DelayStateCall[{FormatDelegate(Callback)}]";
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}
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private class DelayStateCallTimer<T1, T2, T3> : Timer
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{
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private readonly T1 m_T1;
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private readonly T2 m_T2;
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private readonly T3 m_T3;
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public DelayStateCallTimer(
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TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T1, T2, T3> callback,
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T1 t1, T2 t2, T3 t3
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) : base(delay, interval, count)
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{
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Callback = callback;
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m_T1 = t1;
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m_T2 = t2;
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m_T3 = t3;
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RegCreation();
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}
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public TimerStateCallback<T1, T2, T3> Callback { get; }
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public override bool DefRegCreation => false;
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protected override void OnTick()
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{
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Callback?.Invoke(m_T1, m_T2, m_T3);
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}
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public override string ToString() => $"DelayStateCall[{FormatDelegate(Callback)}]";
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}
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private class DelayStateCallTimer<T1, T2, T3, T4> : Timer
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{
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private readonly T1 m_T1;
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private readonly T2 m_T2;
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private readonly T3 m_T3;
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private readonly T4 m_T4;
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public DelayStateCallTimer(
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TimeSpan delay, TimeSpan interval, int count, TimerStateCallback<T1, T2, T3, T4> callback,
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T1 t1, T2 t2, T3 t3, T4 t4
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) : base(delay, interval, count)
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{
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Callback = callback;
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m_T1 = t1;
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m_T2 = t2;
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m_T3 = t3;
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m_T4 = t4;
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RegCreation();
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}
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public TimerStateCallback<T1, T2, T3, T4> Callback { get; }
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public override bool DefRegCreation => false;
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protected override void OnTick()
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{
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Callback?.Invoke(m_T1, m_T2, m_T3, m_T4);
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}
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public override string ToString() => $"DelayStateCall[{FormatDelegate(Callback)}]";
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}
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}
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}
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