refactor: Better ProgressBar code

- Uses Rx
- Doesn't require threads/locking
- Cleans up analysis issues
pull/47/head
Robert Dailey 2 years ago
parent 2fd1601619
commit 258ac508d5

@ -1,113 +1,62 @@
using System;
using System.Diagnostics.CodeAnalysis;
using System.Reactive.Linq;
using System.Reactive.Subjects;
using System.Text;
using System.Threading;
namespace Common;
/// <summary>
/// An ASCII progress bar
/// </summary>
/// <remarks>
/// Full credit to: https://gist.github.com/DanielSWolf/0ab6a96899cc5377bf54
/// </remarks>
[SuppressMessage("Reliability", "CA2002:Do not lock on objects with weak identity",
Justification = "Code is from third party")]
public sealed class ProgressBar : IDisposable, IProgress<double>
public sealed class ProgressBar //: IProgress<double>
{
private const int BlockCount = 10;
private readonly TimeSpan _animationInterval = TimeSpan.FromSeconds(1.0 / 8);
private const string Animation = @"|/-\";
private readonly Timer _timer;
private double _currentProgress;
private string _currentText = string.Empty;
private bool _disposed;
private int _animationIndex;
private readonly Subject<float> _reportProgress = new();
public IObserver<float> ReportProgress => _reportProgress;
public string Description { get; set; } = "";
public ProgressBar()
{
_timer = new Timer(TimerHandler);
// A progress bar is only for temporary display in a console window.
// If the console output is redirected to a file, draw nothing.
// Otherwise, we'll end up with a lot of garbage in the target file.
if (!Console.IsOutputRedirected)
{
ResetTimer();
_reportProgress.Sample(_animationInterval)
.Select(CalculateText)
.StartWith(string.Empty)
.Buffer(2, 1) // sliding window: take previous and current
.Subscribe(x => UpdateText(x[0].Length, x[1]));
}
}
public void Report(double value)
{
// Make sure value is in [0..1] range
value = Math.Max(0, Math.Min(1, value));
Interlocked.Exchange(ref _currentProgress, value);
}
private void TimerHandler(object? state)
private string CalculateText(float progress)
{
lock (_timer)
{
if (_disposed)
{
return;
}
var progressBlockCount = (int) (_currentProgress * BlockCount);
var percent = (int) (_currentProgress * 100);
var progressBlocks = new string('#', progressBlockCount);
var progressBlocksUnfilled = new string('-', BlockCount - progressBlockCount);
var currentAnimationFrame = Animation[_animationIndex++ % Animation.Length];
var text = $"[{progressBlocks}{progressBlocksUnfilled}] {percent,3}% {currentAnimationFrame}";
UpdateText(text);
ResetTimer();
}
const int blockCount = 10;
var progressBlockCount = (int) (progress * blockCount);
var percent = (int) (progress * 100);
var progressBlocks = new string('#', progressBlockCount);
var progressBlocksUnfilled = new string('-', blockCount - progressBlockCount);
var currentAnimationFrame = Animation[_animationIndex++ % Animation.Length];
return $"[{progressBlocks}{progressBlocksUnfilled}] {percent,3}% {currentAnimationFrame} {Description}";
}
private void UpdateText(string text)
private static void UpdateText(int previousTextLength, string text)
{
// Get length of common portion
var commonPrefixLength = 0;
var commonLength = Math.Min(_currentText.Length, text.Length);
while (commonPrefixLength < commonLength && text[commonPrefixLength] == _currentText[commonPrefixLength])
{
commonPrefixLength++;
}
// Backtrack to the first differing character
var outputBuilder = new StringBuilder();
outputBuilder.Append('\b', _currentText.Length - commonPrefixLength);
// Output new suffix
outputBuilder.Append(text.AsSpan(commonPrefixLength));
outputBuilder.Append('\r');
outputBuilder.Append(text);
// If the new text is shorter than the old one: delete overlapping characters
var overlapCount = _currentText.Length - text.Length;
if (overlapCount > 0)
// If the previous string was longer, "erase" the old characters with spaces.
var lengthDifference = previousTextLength - text.Length;
if (lengthDifference > 0)
{
outputBuilder.Append(' ', overlapCount);
outputBuilder.Append('\b', overlapCount);
outputBuilder.Append(' ', lengthDifference);
}
Console.Write(outputBuilder);
_currentText = text;
}
private void ResetTimer()
{
_timer.Change(_animationInterval, TimeSpan.FromMilliseconds(-1));
}
public void Dispose()
{
lock (_timer)
{
_disposed = true;
UpdateText(string.Empty);
_timer.Dispose();
}
}
}

@ -35,17 +35,18 @@ public class GitRepositoryFactory : IGitRepositoryFactory
{
_fileUtils.DeleteReadOnlyDirectory(repoPath);
Console.Write("Requesting and parsing guide markdown ");
var progress = new ProgressBar
{
Description = "Requesting and parsing guide markdown"
};
using var progress = new ProgressBar();
_staticWrapper.Clone(repoUrl, repoPath, new CloneOptions
{
RecurseSubmodules = false,
BranchName = branch,
OnTransferProgress = gitProgress =>
{
// ReSharper disable once AccessToDisposedClosure
progress.Report((float) gitProgress.ReceivedObjects / gitProgress.TotalObjects);
progress.ReportProgress.OnNext((float) gitProgress.ReceivedObjects / gitProgress.TotalObjects);
return true;
}
});

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