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@ -1,197 +0,0 @@
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/*
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* Code from: http://www.jackleitch.net/2010/10/better-rate-limiting-with-dot-net/
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*/
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace NzbDrone.Common
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{
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/// <summary>
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/// Used to control the rate of some occurrence per unit of time.
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/// </summary>
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/// <remarks>
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/// <para>
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/// To control the rate of an action using a <see cref="RateGate"/>,
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/// code should simply call <see cref="WaitToProceed()"/> prior to
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/// performing the action. <see cref="WaitToProceed()"/> will block
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/// the current thread until the action is allowed based on the rate
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/// limit.
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/// </para>
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/// <para>
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/// This class is thread safe. A single <see cref="RateGate"/> instance
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/// may be used to control the rate of an occurrence across multiple
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/// threads.
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/// </para>
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/// </remarks>
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public class RateGate : IDisposable
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{
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// Semaphore used to count and limit the number of occurrences per
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// unit time.
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private readonly SemaphoreSlim _semaphore;
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// Times (in millisecond ticks) at which the semaphore should be exited.
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private readonly ConcurrentQueue<int> _exitTimes;
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// Timer used to trigger exiting the semaphore.
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private readonly Timer _exitTimer;
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// Whether this instance is disposed.
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private bool _isDisposed;
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/// <summary>
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/// Number of occurrences allowed per unit of time.
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/// </summary>
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public int Occurrences { get; private set; }
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/// <summary>
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/// The length of the time unit, in milliseconds.
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/// </summary>
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public int TimeUnitMilliseconds { get; private set; }
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/// <summary>
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/// Initializes a <see cref="RateGate"/> with a rate of <paramref name="occurrences"/>
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/// per <paramref name="timeUnit"/>.
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/// </summary>
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/// <param name="occurrences">Number of occurrences allowed per unit of time.</param>
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/// <param name="timeUnit">Length of the time unit.</param>
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/// <exception cref="ArgumentOutOfRangeException">
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/// If <paramref name="occurrences"/> or <paramref name="timeUnit"/> is negative.
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/// </exception>
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public RateGate(int occurrences, TimeSpan timeUnit)
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{
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// Check the arguments.
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if (occurrences <= 0)
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throw new ArgumentOutOfRangeException("occurrences", "Number of occurrences must be a positive integer");
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if (timeUnit != timeUnit.Duration())
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throw new ArgumentOutOfRangeException("timeUnit", "Time unit must be a positive span of time");
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if (timeUnit >= TimeSpan.FromMilliseconds(UInt32.MaxValue))
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throw new ArgumentOutOfRangeException("timeUnit", "Time unit must be less than 2^32 milliseconds");
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Occurrences = occurrences;
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TimeUnitMilliseconds = (int)timeUnit.TotalMilliseconds;
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// Create the semaphore, with the number of occurrences as the maximum count.
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_semaphore = new SemaphoreSlim(Occurrences, Occurrences);
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// Create a queue to hold the semaphore exit times.
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_exitTimes = new ConcurrentQueue<int>();
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// Create a timer to exit the semaphore. Use the time unit as the original
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// interval length because that's the earliest we will need to exit the semaphore.
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_exitTimer = new Timer(ExitTimerCallback, null, TimeUnitMilliseconds, -1);
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}
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// Callback for the exit timer that exits the semaphore based on exit times
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// in the queue and then sets the timer for the nextexit time.
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private void ExitTimerCallback(object state)
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{
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// While there are exit times that are passed due still in the queue,
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// exit the semaphore and dequeue the exit time.
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int exitTime;
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while (_exitTimes.TryPeek(out exitTime)
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&& unchecked(exitTime - Environment.TickCount) <= 0)
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{
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_semaphore.Release();
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_exitTimes.TryDequeue(out exitTime);
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}
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// Try to get the next exit time from the queue and compute
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// the time until the next check should take place. If the
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// queue is empty, then no exit times will occur until at least
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// one time unit has passed.
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int timeUntilNextCheck;
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if (_exitTimes.TryPeek(out exitTime))
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timeUntilNextCheck = unchecked(exitTime - Environment.TickCount);
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else
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timeUntilNextCheck = TimeUnitMilliseconds;
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// Set the timer.
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_exitTimer.Change(timeUntilNextCheck, -1);
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}
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/// <summary>
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/// Blocks the current thread until allowed to proceed or until the
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/// specified timeout elapses.
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/// </summary>
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/// <param name="millisecondsTimeout">Number of milliseconds to wait, or -1 to wait indefinitely.</param>
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/// <returns>true if the thread is allowed to proceed, or false if timed out</returns>
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public bool WaitToProceed(int millisecondsTimeout)
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{
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// Check the arguments.
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if (millisecondsTimeout < -1)
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throw new ArgumentOutOfRangeException("millisecondsTimeout");
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CheckDisposed();
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// Block until we can enter the semaphore or until the timeout expires.
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var entered = _semaphore.Wait(millisecondsTimeout);
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// If we entered the semaphore, compute the corresponding exit time
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// and add it to the queue.
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if (entered)
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{
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var timeToExit = unchecked(Environment.TickCount + TimeUnitMilliseconds);
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_exitTimes.Enqueue(timeToExit);
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}
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return entered;
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}
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/// <summary>
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/// Blocks the current thread until allowed to proceed or until the
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/// specified timeout elapses.
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/// </summary>
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/// <param name="timeout"></param>
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/// <returns>true if the thread is allowed to proceed, or false if timed out</returns>
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public bool WaitToProceed(TimeSpan timeout)
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{
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return WaitToProceed((int)timeout.TotalMilliseconds);
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}
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/// <summary>
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/// Blocks the current thread indefinitely until allowed to proceed.
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/// </summary>
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public void WaitToProceed()
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{
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WaitToProceed(Timeout.Infinite);
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}
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// Throws an ObjectDisposedException if this object is disposed.
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private void CheckDisposed()
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{
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if (_isDisposed)
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throw new ObjectDisposedException("RateGate is already disposed");
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}
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/// <summary>
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/// Releases unmanaged resources held by an instance of this class.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Releases unmanaged resources held by an instance of this class.
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/// </summary>
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/// <param name="isDisposing">Whether this object is being disposed.</param>
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protected virtual void Dispose(bool isDisposing)
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{
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if (!_isDisposed)
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{
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if (isDisposing)
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{
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// The semaphore and timer both implement IDisposable and
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// therefore must be disposed.
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_semaphore.Dispose();
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_exitTimer.Dispose();
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_isDisposed = true;
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}
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}
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}
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}
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}
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