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CLK/ClockReceiver/DeferredQueue.hpp

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//
// DeferredQueue.hpp
// Clock Signal
//
// Created by Thomas Harte on 23/08/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#ifndef DeferredQueue_h
#define DeferredQueue_h
#include <functional>
#include <vector>
/*!
Provides the logic to insert into and traverse a list of future scheduled items.
*/
template <typename TimeUnit> class DeferredQueue {
public:
/*!
Schedules @c action to occur in @c delay units of time.
*/
void defer(TimeUnit delay, const std::function<void(void)> &action) {
// Apply immediately if there's no delay (or a negative delay).
if(delay <= TimeUnit(0)) {
action();
return;
}
if(!pending_actions_.empty()) {
// Otherwise enqueue, having subtracted the delay for any preceding events,
// and subtracting from the subsequent, if any.
auto insertion_point = pending_actions_.begin();
while(insertion_point != pending_actions_.end() && insertion_point->delay < delay) {
delay -= insertion_point->delay;
++insertion_point;
}
if(insertion_point != pending_actions_.end()) {
insertion_point->delay -= delay;
}
pending_actions_.emplace(insertion_point, delay, action);
} else {
pending_actions_.emplace_back(delay, action);
}
}
/*!
@returns The amount of time until the next enqueued action will occur,
or TimeUnit(-1) if the queue is empty.
*/
TimeUnit time_until_next_action() const {
if(pending_actions_.empty()) return TimeUnit(-1);
return pending_actions_.front().delay;
}
/*!
Advances the queue the specified amount of time, performing any actions it reaches.
*/
void advance(TimeUnit time) {
auto erase_iterator = pending_actions_.begin();
while(erase_iterator != pending_actions_.end()) {
erase_iterator->delay -= time;
if(erase_iterator->delay <= TimeUnit(0)) {
time = -erase_iterator->delay;
erase_iterator->action();
++erase_iterator;
} else {
break;
}
}
if(erase_iterator != pending_actions_.begin()) {
pending_actions_.erase(pending_actions_.begin(), erase_iterator);
}
}
private:
// The list of deferred actions.
struct DeferredAction {
TimeUnit delay;
std::function<void(void)> action;
DeferredAction(TimeUnit delay, const std::function<void(void)> &action) : delay(delay), action(std::move(action)) {}
};
std::vector<DeferredAction> pending_actions_;
};
/*!
A DeferredQueue maintains a list of ordered actions and the times at which
they should happen, and divides a total execution period up into the portions
that occur between those actions, triggering each action when it is reached.
This list is efficient only for short queues.
*/
template <typename TimeUnit> class DeferredQueuePerformer: public DeferredQueue<TimeUnit> {
public:
/// Constructs a DeferredQueue that will call target(period) in between deferred actions.
constexpr DeferredQueuePerformer(std::function<void(TimeUnit)> &&target) : target_(std::move(target)) {}
/*!
Runs for @c length units of time.
The constructor-supplied target will be called with one or more periods that add up to @c length;
any scheduled actions will be called between periods.
*/
void run_for(TimeUnit length) {
auto time_to_next = DeferredQueue<TimeUnit>::time_until_next_action();
while(time_to_next != TimeUnit(-1) && time_to_next <= length) {
target_(time_to_next);
length -= time_to_next;
DeferredQueue<TimeUnit>::advance(time_to_next);
}
DeferredQueue<TimeUnit>::advance(length);
target_(length);
// TODO: optimise this to avoid the multiple std::vector deletes. Find a neat way to expose that solution, maybe?
}
private:
std::function<void(TimeUnit)> target_;
};
#endif /* DeferredQueue_h */