// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Channels;
using System.Threading.Tasks;
namespace EpicGames.Core
{
///
/// Manages a set of tasks run in the background on a fixed number of tasks. Similar to .
///
public sealed class AsyncQueue : IAsyncDisposable
{
readonly List _workerTasks = [];
readonly Channel> _queuedTasks = Channel.CreateUnbounded>();
readonly CancellationTokenSource _cancellationSource = new CancellationTokenSource();
///
/// Constructor
///
/// Number of concurrent workers executing tasks
public AsyncQueue(int numWorkers)
{
for (int idx = 0; idx < numWorkers; idx++)
{
_workerTasks.Add(Task.Run(() => RunWorkerAsync(), _cancellationSource.Token));
}
}
///
/// Finish executing all the tasks and wait for them to complete
///
/// Cancellation token for the operation
public async Task StopAsync(CancellationToken cancellationToken)
{
_queuedTasks.Writer.TryComplete();
await Task.WhenAll(_workerTasks).WaitAsync(cancellationToken);
}
///
public async ValueTask DisposeAsync()
{
await _cancellationSource.CancelAsync();
await StopAsync(CancellationToken.None).ConfigureAwait(false);
_cancellationSource.Dispose();
}
///
/// Enqueue a task to be executed
///
///
public void Enqueue(Func task)
=> _queuedTasks.Writer.TryWrite(task);
///
/// Worker executing tasks. Any exception encountered will be bubbled up as all calls are awaited.
///
private async Task RunWorkerAsync()
{
try
{
await foreach (Func task in _queuedTasks.Reader.ReadAllAsync(_cancellationSource.Token))
{
try
{
await task(_cancellationSource.Token);
}
catch
{
}
}
}
catch (OperationCanceledException)
{
}
}
}
}