Use sorted dictionary for background games redeemer

This commit is contained in:
JustArchi
2018-02-26 06:27:24 +01:00
parent 98e73c3fb4
commit ea8df03669
3 changed files with 62 additions and 60 deletions

View File

@@ -20,7 +20,6 @@
// limitations under the License.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -30,7 +29,13 @@ using Newtonsoft.Json;
namespace ArchiSteamFarm {
internal sealed class BotDatabase : IDisposable {
internal bool HasGamesToRedeemInBackground => GamesToRedeemInBackground.Count > 0;
internal bool HasGamesToRedeemInBackground {
get {
lock (GamesToRedeemInBackground) {
return GamesToRedeemInBackground.Count > 0;
}
}
}
[JsonProperty(Required = Required.DisallowNull)]
private readonly ConcurrentHashSet<ulong> BlacklistedFromTradesSteamIDs = new ConcurrentHashSet<ulong>();
@@ -38,7 +43,7 @@ namespace ArchiSteamFarm {
private readonly SemaphoreSlim FileSemaphore = new SemaphoreSlim(1, 1);
[JsonProperty(Required = Required.DisallowNull)]
private readonly ConcurrentDictionary<string, string> GamesToRedeemInBackground = new ConcurrentDictionary<string, string>();
private readonly SortedDictionary<string, string> GamesToRedeemInBackground = new SortedDictionary<string, string>();
[JsonProperty(Required = Required.DisallowNull)]
private readonly ConcurrentHashSet<uint> IdlingBlacklistedAppIDs = new ConcurrentHashSet<uint>();
@@ -87,8 +92,14 @@ namespace ArchiSteamFarm {
return;
}
// We use Count() and not Any() because we must ensure full loop pass
if (games.Count(game => GamesToRedeemInBackground.TryAdd(game.Key, game.Value)) > 0) {
bool save;
lock (GamesToRedeemInBackground) {
// We use Count() and not Any() because we must ensure full loop pass
save = games.Count(game => GamesToRedeemInBackground.TryAdd(game.Key, game.Value)) > 0;
}
if (save) {
await Save().ConfigureAwait(false);
}
}
@@ -99,7 +110,13 @@ namespace ArchiSteamFarm {
return;
}
if (GamesToRedeemInBackground.TryAdd(key, game)) {
bool save;
lock (GamesToRedeemInBackground) {
save = GamesToRedeemInBackground.TryAdd(key, game);
}
if (save) {
await Save().ConfigureAwait(false);
}
}
@@ -138,7 +155,13 @@ namespace ArchiSteamFarm {
}
internal IReadOnlyCollection<ulong> GetBlacklistedFromTradesSteamIDs() => BlacklistedFromTradesSteamIDs;
internal KeyValuePair<string, string> GetGameToRedeemInBackground() => GamesToRedeemInBackground.FirstOrDefault();
internal KeyValuePair<string, string> GetGameToRedeemInBackground() {
lock (GamesToRedeemInBackground) {
return GamesToRedeemInBackground.FirstOrDefault();
}
}
internal IReadOnlyCollection<uint> GetIdlingBlacklistedAppIDs() => IdlingBlacklistedAppIDs;
internal IReadOnlyCollection<uint> GetIdlingPriorityAppIDs() => IdlingPriorityAppIDs;
@@ -235,7 +258,13 @@ namespace ArchiSteamFarm {
return;
}
if (GamesToRedeemInBackground.Remove(key, out _)) {
bool save;
lock (GamesToRedeemInBackground) {
save = GamesToRedeemInBackground.Remove(key, out _);
}
if (save) {
await Save().ConfigureAwait(false);
}
}

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@@ -1,51 +0,0 @@
// _ _ _ ____ _ _____
// / \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___
// / _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \
// / ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | |
// /_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_|
//
// Copyright 2015-2018 Łukasz "JustArchi" Domeradzki
// Contact: JustArchi@JustArchi.net
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
namespace ArchiSteamFarm {
internal sealed class ConcurrentEnumerator<T> : IEnumerator<T> {
public T Current => Enumerator.Current;
private readonly IEnumerator<T> Enumerator;
private readonly SemaphoreSlim SemaphoreSlim;
object IEnumerator.Current => Current;
internal ConcurrentEnumerator(IReadOnlyCollection<T> collection, SemaphoreSlim semaphoreSlim) {
if ((collection == null) || (semaphoreSlim == null)) {
throw new ArgumentNullException(nameof(collection) + " || " + nameof(semaphoreSlim));
}
SemaphoreSlim = semaphoreSlim;
SemaphoreSlim.Wait();
Enumerator = collection.GetEnumerator();
}
public void Dispose() => SemaphoreSlim.Release();
public bool MoveNext() => Enumerator.MoveNext();
public void Reset() => Enumerator.Reset();
}
}

View File

@@ -95,7 +95,7 @@ namespace ArchiSteamFarm {
}
}
public IEnumerator<T> GetEnumerator() => new ConcurrentEnumerator<T>(BackingCollection, CollectionSemaphore);
public IEnumerator<T> GetEnumerator() => new ConcurrentEnumerator(BackingCollection, CollectionSemaphore);
public void IntersectWith(IEnumerable<T> other) {
CollectionSemaphore.Wait();
@@ -213,5 +213,29 @@ namespace ArchiSteamFarm {
CollectionSemaphore.Release();
}
}
private sealed class ConcurrentEnumerator : IEnumerator<T> {
public T Current => Enumerator.Current;
private readonly IEnumerator<T> Enumerator;
private readonly SemaphoreSlim SemaphoreSlim;
object IEnumerator.Current => Current;
internal ConcurrentEnumerator(IReadOnlyCollection<T> collection, SemaphoreSlim semaphoreSlim) {
if ((collection == null) || (semaphoreSlim == null)) {
throw new ArgumentNullException(nameof(collection) + " || " + nameof(semaphoreSlim));
}
SemaphoreSlim = semaphoreSlim;
semaphoreSlim.Wait();
Enumerator = collection.GetEnumerator();
}
public void Dispose() => SemaphoreSlim.Release();
public bool MoveNext() => Enumerator.MoveNext();
public void Reset() => Enumerator.Reset();
}
}
}