Esempio n. 1
0
        public void Add_Multiple_AddedToForward_UpdatedInverted()
        {
            var query  = Guid.NewGuid().ToString();
            var values = new[] { Guid.NewGuid().ToString(), Guid.NewGuid().ToString() };

            var forward = new Mock <IIndex <string, string> >();

            forward
            .Setup(x => x.Add(query, values))
            .Raises(x => x.Added += null, query, values);

            var inverted = new Mock <IIndex <string, string> >();

            foreach (var value in values)
            {
                inverted.Setup(x => x.Add(value, query));
            }

            using var indexer = new Indexer <string, string>(forward.Object, inverted.Object);
            indexer.Add(query, values);

            forward.Verify(x => x.Add(query, values), Times.Once);
            foreach (var value in values)
            {
                inverted.Verify(x => x.Add(value, query), Times.Once);
            }
        }
Esempio n. 2
0
        private void OnFileCreated(object source, FileSystemEventArgs e)
        {
            using (new WriteLockCookie(_queueLock))
            {
                var normalized = PathExtensions.NormalizePath(e.FullPath);
                var directory  = Path.GetDirectoryName(normalized);
                _backgroundTaskQueue.QueueTask(directory, () =>
                {
                    var tokens = ParseTokens(normalized);

                    Debug.WriteLine($"\"{e.FullPath}\" created, indexing. Thread = {Thread.CurrentThread.ManagedThreadId}");
                    Indexer.Add(normalized, tokens);
                }, normalized);
            }
        }
Esempio n. 3
0
    public void Reload()
    {
        Options.Clear();
        Indexer.Clear();

        Dictionary <string, KeyCode> config = Controls.GetConfig();

        ResetPos();
        Options.Add("Reset Controls", new ButtonOption(() => { Controls.ResetConfig(); Reload(); return(true); }));
        Indexer.Add("Reset Controls");

        foreach (var c in config)
        {
            Options.Add(c.Key, new KeyOption(c.Key, c.Value));
            Indexer.Add(c.Key);
        }
    }
Esempio n. 4
0
        public void Add_Null_DoNothing()
        {
            var dummy   = new[] { Guid.NewGuid().ToString() };
            var forward = new Mock <IIndex <string, string> >();

            forward
            .Setup(x => x.Add(It.IsAny <string>(), It.IsAny <IEnumerable <string> >()))
            .Raises(x => x.Added += null, It.IsAny <string>(), dummy);

            var inverted = new Mock <IIndex <string, string> >();

            inverted.Setup(x => x.Add(It.IsAny <string>(), It.IsAny <string>()));

            using var indexer = new Indexer <string, string>(forward.Object, inverted.Object);
            indexer.Add(null, new string[0]);

            forward.Verify(x => x.Add(It.IsAny <string>(), It.IsAny <IEnumerable <string> >()), Times.Never);
            inverted.Verify(x => x.Add(It.IsAny <string>(), It.IsAny <string>()), Times.Never);
        }
Esempio n. 5
0
        public void Add_Single_AddedToForward_UpdatedInverted()
        {
            var text  = Guid.NewGuid().ToString();
            var query = Guid.NewGuid().ToString();

            var forward = new Mock <IIndex <string, string> >();

            forward
            .Setup(x => x.Add(query, text))
            .Raises(x => x.Added += null, query, new [] { text });

            var inverted = new Mock <IIndex <string, string> >();

            inverted.Setup(x => x.Add(text, query));

            using var indexer = new Indexer <string, string>(forward.Object, inverted.Object);
            indexer.Add(query, text);

            forward.Verify(x => x.Add(query, text), Times.Once);
            inverted.Verify(x => x.Add(text, query), Times.Once);
        }
Esempio n. 6
0
        public void Run()
        {
            var   ds     = new DataSet();
            Query batchQ = new Query(SourceName);

            batchQ.RecordCount = BatchSize;

            do
            {
                if (ds.Tables.Contains(SourceName))
                {
                    ds.Tables[SourceName].Clear();
                }
                Dalc.Load(ds, batchQ);

                if (Transaction != null)
                {
                    Transaction.Begin();
                }

                foreach (DataRow r in ds.Tables[SourceName].Rows)
                {
                    Indexer.Add(r);
                    if (Indexer.DelayedIndexing)
                    {
                        Indexer.RunDelayedIndexing();
                    }
                }

                if (Transaction != null)
                {
                    Transaction.Commit();
                }

                // next batch
                batchQ.StartRecord += BatchSize;
            } while (ds.Tables[SourceName].Rows.Count >= BatchSize);
        }
Esempio n. 7
0
        public async Task Subscribe(string path, string pattern = null)
        {
            var normalizedFolder = PathExtensions.NormalizePath(path);

            if (!Directory.Exists(normalizedFolder))
            {
                Debug.WriteLine($"Directory \"{path}\" not exists. Thread = {Thread.CurrentThread.ManagedThreadId}");
                return;
            }

            var filter = string.IsNullOrWhiteSpace(pattern) ? DefaultFilePattern : pattern.ToLowerInvariant();

            using (new UpgradeableReadLockCookie(_subscriptionLock))
            {
                if (!_watchers.TryGetValue(normalizedFolder, out var watcher))
                {
                    using (new WriteLockCookie(_subscriptionLock))
                    {
                        if (TryGetAndSubscribeWatcher(normalizedFolder, filter, out watcher))
                        {
                            _watchers[normalizedFolder] = watcher;
                        }
                        else
                        {
                            return;
                        }
                    }
                }
                else
                {
                    if (watcher.Filters.Contains(filter, StringComparer.InvariantCultureIgnoreCase))
                    {
                        return;
                    }

                    using (new WriteLockCookie(_subscriptionLock))
                        watcher.Filters.Add(filter);
                }
            }

            var tasks = new List <Task>();

            using (new WriteLockCookie(_queueLock))
            {
                tasks.AddRange(DirectoryExtensions
                               .GetFilesSafe(normalizedFolder, filter)
                               .Select(x =>
                {
                    var normalizedFile = PathExtensions.NormalizePath(x);
                    return(_backgroundTaskQueue.QueueTask(normalizedFolder, () =>
                    {
                        var tokens = ParseTokens(normalizedFile);

                        Debug.WriteLine($"Start indexing \"{x}\". Thread = {Thread.CurrentThread.ManagedThreadId}");
                        Indexer.Add(normalizedFile, tokens);
                    }, normalizedFile));
                }));
            }

            await Task.WhenAll(tasks).IgnoreExceptions();

            await Task.Yield();
        }
Esempio n. 8
0
    public void Rebuild()
    {
        // If there's an existing MeshGroup object, get rid of it
        if (transform.FindChild("MeshGroup") != null)
        {
            DestroyImmediate(transform.FindChild("MeshGroup").gameObject);
        }

        if (brushes != null && brushes.Count > 0)
        {
            // Ensure any brush objects that have been deleted by the user are removed from the brush sequence
            for (int i = 0; i < brushes.Count; i++)
            {
                if (brushes[i] == null)
                {
                    brushes.RemoveAt(i);
                    i--;
                }
            }

            CSG current = null;
            // Iterate through each brush in sequence
            for (int i = 0; i < brushes.Count; i++)
            {
                Brush.CSGMode mode = brushes[i].Mode;

                // Generate the CSG geometry for the brush
                CSG brushGeometry = brushes[i].GenerateCSG();

                brushGeometry.SetShared(brushes[i].SharedBrushData);

                if (i == 0)
                {
                    // The first brush is always added to the space (rather than subtracted)
                    current = brushGeometry;
                }
                else
                {
                    // For every brush after the first one, carry out the correct operation
                    if (mode == Brush.CSGMode.Subtract)
                    {
                        current = current.Subtract(brushGeometry);
                    }
                    else if (mode == Brush.CSGMode.Union)
                    {
                        current = current.Union(brushGeometry);
                    }
                    else if (mode == Brush.CSGMode.Intersect)
                    {
                        current = current.Intersect(brushGeometry);
                    }
                }
            }
            // Now that the final CSG has been calculated, fetch the polygons (mixture of triangles and quads)
            Polygon[] polygons = current.Polygons;

            // Create polygon subsets for each material
            Dictionary <Material, List <Polygon> > polygonMaterialTable = new Dictionary <Material, List <Polygon> >();

            // Iterate through every polygon adding it to the appropiate material list
            foreach (Polygon polygon in current.Polygons)
            {
                Material material = ((SharedBrushData)polygon.Shared).Material;
                if (!polygonMaterialTable.ContainsKey(material))
                {
                    polygonMaterialTable.Add(material, new List <Polygon>());
                }

                polygonMaterialTable[material].Add(polygon);
            }

            // Create a grouping object which will act as a parent for all the per material meshes
            meshGroup = new GameObject("MeshGroup");
            meshGroup.transform.parent = this.transform;

            // Create a separate mesh for polygons of each material so that we batch by material
            foreach (KeyValuePair <Material, List <Polygon> > polygonMaterialGroup in polygonMaterialTable)
            {
                Mesh           mesh      = new Mesh();
                List <Vector3> vertices  = new List <Vector3>();
                List <Vector3> normals   = new List <Vector3>();
                List <Vector2> uvs       = new List <Vector2>();
                List <Color>   colors    = new List <Color>();
                List <int>     triangles = new List <int>();

                // Setup an indexer that tracks unique vertices, so that we reuse vertex data appropiately
                Indexer indexer = new Indexer();

                // Iterate through every polygon and triangulate
                foreach (Polygon polygon in polygonMaterialGroup.Value)
                {
                    List <int> indices = new List <int>();

                    for (int i = 0; i < polygon.Vertices.Length; i++)
                    {
                        // Each vertex must know about its shared data for geometry tinting
                        polygon.Vertices[i].Shared = polygon.Shared;
                        // If the vertex is already in the indexer, fetch the index otherwise add it and get the added index
                        int index = indexer.Add(polygon.Vertices[i]);
                        // Put each vertex index in an array for use in the triangle generation
                        indices.Add(index);
                    }

                    // Triangulate the n-sided polygon and allow vertex reuse by using indexed geometry
                    for (int i = 2; i < indices.Count; i++)
                    {
                        triangles.Add(indices[0]);
                        triangles.Add(indices[i - 1]);
                        triangles.Add(indices[i]);
                    }
                }

                // Create the relevant buffers from the vertex array
                for (int i = 0; i < indexer.Vertices.Count; i++)
                {
                    vertices.Add(indexer.Vertices[i].Position);
                    normals.Add(indexer.Vertices[i].Normal);
                    uvs.Add(indexer.Vertices[i].UV);
                    colors.Add(((SharedBrushData)indexer.Vertices[i].Shared).BrushTintColor);
                }

                // Set the mesh buffers
                mesh.vertices  = vertices.ToArray();
                mesh.normals   = normals.ToArray();
                mesh.colors    = colors.ToArray();
                mesh.uv        = uvs.ToArray();
                mesh.triangles = triangles.ToArray();

                // Optionally you can turn these on to ensure normals are correct and also generate tangents
                // mesh.RecalculateNormals();
                // GenerateTangents(mesh);

                GameObject materialMesh = new GameObject("MaterialMesh", typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider));
                materialMesh.transform.parent = meshGroup.transform;

                // Set the mesh to be rendered
                materialMesh.GetComponent <MeshFilter>().mesh = mesh;
                // Set the collision mesh
                materialMesh.GetComponent <MeshCollider>().sharedMesh = mesh;

                materialMesh.renderer.material = polygonMaterialGroup.Key;
            }
        }
    }
 public IActionResult Add(IndexRequest request)
 {
     _indexer.Add(request);
     return(NoContent());
 }