Пример #1
0
        private static void AnalyzeRules(RuleChainingBehavior behavior, List<RuleState> ruleStates, RuleValidation validation, Tracer tracer)
        {
            int i;
            int numRules = ruleStates.Count;

            // if no chaining is required, then nothing to do
            if (behavior == RuleChainingBehavior.None)
                return;

            // Analyze all the rules and collect all the dependencies & side-effects
            RuleSymbolInfo[] ruleSymbols = new RuleSymbolInfo[numRules];
            for (i = 0; i < numRules; ++i)
                ruleSymbols[i] = AnalyzeRule(behavior, ruleStates[i].Rule, validation, tracer);

            for (i = 0; i < numRules; ++i)
            {
                RuleState currentRuleState = ruleStates[i];

                if (ruleSymbols[i].thenSideEffects != null)
                {
                    currentRuleState.ThenActionsActiveRules = AnalyzeSideEffects(ruleSymbols[i].thenSideEffects, ruleSymbols);

                    if ((currentRuleState.ThenActionsActiveRules != null) && (tracer != null))
                        tracer.TraceThenTriggers(currentRuleState.Rule.Name, currentRuleState.ThenActionsActiveRules, ruleStates);
                }

                if (ruleSymbols[i].elseSideEffects != null)
                {
                    currentRuleState.ElseActionsActiveRules = AnalyzeSideEffects(ruleSymbols[i].elseSideEffects, ruleSymbols);

                    if ((currentRuleState.ElseActionsActiveRules != null) && (tracer != null))
                        tracer.TraceElseTriggers(currentRuleState.Rule.Name, currentRuleState.ElseActionsActiveRules, ruleStates);
                }
            }
        }
Пример #2
0
        private static RuleSymbolInfo AnalyzeRule(RuleChainingBehavior behavior, Rule rule, RuleValidation validator, Tracer tracer)
        {
            RuleSymbolInfo rsi = new RuleSymbolInfo();

            if (rule.Condition != null)
            {
                rsi.conditionDependencies = rule.Condition.GetDependencies(validator);

                if ((rsi.conditionDependencies != null) && (tracer != null))
                    tracer.TraceConditionSymbols(rule.Name, rsi.conditionDependencies);
            }

            if (rule.thenActions != null)
            {
                rsi.thenSideEffects = GetActionSideEffects(behavior, rule.thenActions, validator);

                if ((rsi.thenSideEffects != null) && (tracer != null))
                    tracer.TraceThenSymbols(rule.Name, rsi.thenSideEffects);
            }

            if (rule.elseActions != null)
            {
                rsi.elseSideEffects = GetActionSideEffects(behavior, rule.elseActions, validator);

                if ((rsi.elseSideEffects != null) && (tracer != null))
                    tracer.TraceElseSymbols(rule.Name, rsi.elseSideEffects);
            }

            return rsi;
        }
Пример #3
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        internal static IList<RuleState> Preprocess(RuleChainingBehavior behavior, ICollection<Rule> rules, RuleValidation validation, Tracer tracer)
        {
            // start by taking the active rules and make them into a list sorted by priority
            List<RuleState> orderedRules = new List<RuleState>(rules.Count);
            foreach (Rule r in rules)
            {
                if (r.Active)
                    orderedRules.Add(new RuleState(r));
            }
            orderedRules.Sort();

            // Analyze the rules to match side-effects with dependencies.
            // Note that the RuleSet needs to have been validated prior to this.
            AnalyzeRules(behavior, orderedRules, validation, tracer);

            // return the sorted list of rules
            return orderedRules;
        }
Пример #4
0
        internal static void ExecuteRuleSet(IList<RuleState> orderedRules, RuleExecution ruleExecution, Tracer tracer, string trackingKey)
        {
            // keep track of rule execution
            long[] executionCount = new long[orderedRules.Count];
            bool[] satisfied = new bool[orderedRules.Count];
            // clear the halted flag
            ruleExecution.Halted = false;

            ActivityExecutionContext activityExecutionContext = ruleExecution.ActivityExecutionContext;

            // loop until we hit the end of the list
            int current = 0;
            while (current < orderedRules.Count)
            {
                RuleState currentRuleState = orderedRules[current];

                // does this rule need to be evaluated?
                if (!satisfied[current])
                {
                    // yes, so evaluate it and determine the list of actions needed
                    if (tracer != null)
                        tracer.StartRule(currentRuleState.Rule.Name);
                    satisfied[current] = true;
                    bool result = currentRuleState.Rule.Condition.Evaluate(ruleExecution);
                    if (tracer != null)
                        tracer.RuleResult(currentRuleState.Rule.Name, result);
                    if (activityExecutionContext != null && currentRuleState.Rule.Name != null)
                        activityExecutionContext.TrackData(trackingKey, new RuleActionTrackingEvent(currentRuleState.Rule.Name, result));

                    ICollection<RuleAction> actions = (result) ?
                        currentRuleState.Rule.thenActions :
                        currentRuleState.Rule.elseActions;
                    ICollection<int> activeRules = result ?
                        currentRuleState.ThenActionsActiveRules :
                        currentRuleState.ElseActionsActiveRules;

                    // are there any actions to be performed?
                    if ((actions != null) && (actions.Count > 0))
                    {
                        ++executionCount[current];
                        string ruleName = currentRuleState.Rule.Name;
                        if (tracer != null)
                            tracer.StartActions(ruleName, result);

                        // evaluate the actions
                        foreach (RuleAction action in actions)
                        {
                            action.Execute(ruleExecution);

                            // was Halt executed?
                            if (ruleExecution.Halted)
                                break;
                        }

                        // was Halt executed?
                        if (ruleExecution.Halted)
                            break;

                        // any fields updated?
                        if (activeRules != null)
                        {
                            foreach (int updatedRuleIndex in activeRules)
                            {
                                RuleState rs = orderedRules[updatedRuleIndex];
                                if (satisfied[updatedRuleIndex])
                                {
                                    // evaluate at least once, or repeatedly if appropriate
                                    if ((executionCount[updatedRuleIndex] == 0) || (rs.Rule.ReevaluationBehavior == RuleReevaluationBehavior.Always))
                                    {
                                        if (tracer != null)
                                            tracer.TraceUpdate(ruleName, rs.Rule.Name);
                                        satisfied[updatedRuleIndex] = false;
                                        if (updatedRuleIndex < current)
                                            current = updatedRuleIndex;
                                    }
                                }
                            }
                        }
                        continue;

                    }
                }
                ++current;
            }
            // no more rules to execute, so we are done
        }
Пример #5
0
        internal static void ExecuteRuleSet(IList <RuleState> orderedRules, RuleExecution ruleExecution, Tracer tracer, string trackingKey)
        {
            long[] numArray  = new long[orderedRules.Count];
            bool[] flagArray = new bool[orderedRules.Count];
            ruleExecution.Halted = false;
            ActivityExecutionContext activityExecutionContext = ruleExecution.ActivityExecutionContext;
            int index = 0;

            while (index < orderedRules.Count)
            {
                RuleState state = orderedRules[index];
                if (!flagArray[index])
                {
                    if (tracer != null)
                    {
                        tracer.StartRule(state.Rule.Name);
                    }
                    flagArray[index] = true;
                    bool result = state.Rule.Condition.Evaluate(ruleExecution);
                    if (tracer != null)
                    {
                        tracer.RuleResult(state.Rule.Name, result);
                    }
                    if ((activityExecutionContext != null) && (state.Rule.Name != null))
                    {
                        activityExecutionContext.TrackData(trackingKey, new RuleActionTrackingEvent(state.Rule.Name, result));
                    }
                    ICollection <RuleAction> is2 = result ? state.Rule.thenActions : state.Rule.elseActions;
                    ICollection <int>        is3 = result ? state.ThenActionsActiveRules : state.ElseActionsActiveRules;
                    if ((is2 != null) && (is2.Count > 0))
                    {
                        numArray[index] += 1L;
                        string name = state.Rule.Name;
                        if (tracer != null)
                        {
                            tracer.StartActions(name, result);
                        }
                        foreach (RuleAction action in is2)
                        {
                            action.Execute(ruleExecution);
                            if (ruleExecution.Halted)
                            {
                                break;
                            }
                        }
                        if (ruleExecution.Halted)
                        {
                            return;
                        }
                        if (is3 != null)
                        {
                            foreach (int num2 in is3)
                            {
                                RuleState state2 = orderedRules[num2];
                                if (flagArray[num2] && ((numArray[num2] == 0L) || (state2.Rule.ReevaluationBehavior == RuleReevaluationBehavior.Always)))
                                {
                                    if (tracer != null)
                                    {
                                        tracer.TraceUpdate(name, state2.Rule.Name);
                                    }
                                    flagArray[num2] = false;
                                    if (num2 < index)
                                    {
                                        index = num2;
                                    }
                                }
                            }
                        }
                        continue;
                    }
                }
                index++;
            }
        }
Пример #6
0
        internal static IList <RuleState> Preprocess(RuleChainingBehavior behavior, ICollection <Rule> rules, RuleValidation validation, Tracer tracer)
        {
            List <RuleState> ruleStates = new List <RuleState>(rules.Count);

            foreach (Rule rule in rules)
            {
                if (rule.Active)
                {
                    ruleStates.Add(new RuleState(rule));
                }
            }
            ruleStates.Sort();
            AnalyzeRules(behavior, ruleStates, validation, tracer);
            return(ruleStates);
        }
Пример #7
0
        private static void AnalyzeRules(RuleChainingBehavior behavior, List <RuleState> ruleStates, RuleValidation validation, Tracer tracer)
        {
            int count = ruleStates.Count;

            if (behavior != RuleChainingBehavior.None)
            {
                RuleSymbolInfo[] ruleSymbols = new RuleSymbolInfo[count];
                int index = 0;
                while (index < count)
                {
                    ruleSymbols[index] = AnalyzeRule(behavior, ruleStates[index].Rule, validation, tracer);
                    index++;
                }
                for (index = 0; index < count; index++)
                {
                    RuleState state = ruleStates[index];
                    if (ruleSymbols[index].thenSideEffects != null)
                    {
                        state.ThenActionsActiveRules = AnalyzeSideEffects(ruleSymbols[index].thenSideEffects, ruleSymbols);
                        if ((state.ThenActionsActiveRules != null) && (tracer != null))
                        {
                            tracer.TraceThenTriggers(state.Rule.Name, state.ThenActionsActiveRules, ruleStates);
                        }
                    }
                    if (ruleSymbols[index].elseSideEffects != null)
                    {
                        state.ElseActionsActiveRules = AnalyzeSideEffects(ruleSymbols[index].elseSideEffects, ruleSymbols);
                        if ((state.ElseActionsActiveRules != null) && (tracer != null))
                        {
                            tracer.TraceElseTriggers(state.Rule.Name, state.ElseActionsActiveRules, ruleStates);
                        }
                    }
                }
            }
        }
Пример #8
0
        private static RuleSymbolInfo AnalyzeRule(RuleChainingBehavior behavior, Rule rule, RuleValidation validator, Tracer tracer)
        {
            RuleSymbolInfo info = new RuleSymbolInfo();

            if (rule.Condition != null)
            {
                info.conditionDependencies = rule.Condition.GetDependencies(validator);
                if ((info.conditionDependencies != null) && (tracer != null))
                {
                    tracer.TraceConditionSymbols(rule.Name, info.conditionDependencies);
                }
            }
            if (rule.thenActions != null)
            {
                info.thenSideEffects = GetActionSideEffects(behavior, rule.thenActions, validator);
                if ((info.thenSideEffects != null) && (tracer != null))
                {
                    tracer.TraceThenSymbols(rule.Name, info.thenSideEffects);
                }
            }
            if (rule.elseActions != null)
            {
                info.elseSideEffects = GetActionSideEffects(behavior, rule.elseActions, validator);
                if ((info.elseSideEffects != null) && (tracer != null))
                {
                    tracer.TraceElseSymbols(rule.Name, info.elseSideEffects);
                }
            }
            return(info);
        }
 internal static IList<RuleState> Preprocess(RuleChainingBehavior behavior, ICollection<Rule> rules, RuleValidation validation, Tracer tracer)
 {
     List<RuleState> ruleStates = new List<RuleState>(rules.Count);
     foreach (Rule rule in rules)
     {
         if (rule.Active)
         {
             ruleStates.Add(new RuleState(rule));
         }
     }
     ruleStates.Sort();
     AnalyzeRules(behavior, ruleStates, validation, tracer);
     return ruleStates;
 }
 internal static void ExecuteRuleSet(IList<RuleState> orderedRules, RuleExecution ruleExecution, Tracer tracer, string trackingKey)
 {
     long[] numArray = new long[orderedRules.Count];
     bool[] flagArray = new bool[orderedRules.Count];
     ruleExecution.Halted = false;
     ActivityExecutionContext activityExecutionContext = ruleExecution.ActivityExecutionContext;
     int index = 0;
     while (index < orderedRules.Count)
     {
         RuleState state = orderedRules[index];
         if (!flagArray[index])
         {
             if (tracer != null)
             {
                 tracer.StartRule(state.Rule.Name);
             }
             flagArray[index] = true;
             bool result = state.Rule.Condition.Evaluate(ruleExecution);
             if (tracer != null)
             {
                 tracer.RuleResult(state.Rule.Name, result);
             }
             if ((activityExecutionContext != null) && (state.Rule.Name != null))
             {
                 activityExecutionContext.TrackData(trackingKey, new RuleActionTrackingEvent(state.Rule.Name, result));
             }
             ICollection<RuleAction> is2 = result ? state.Rule.thenActions : state.Rule.elseActions;
             ICollection<int> is3 = result ? state.ThenActionsActiveRules : state.ElseActionsActiveRules;
             if ((is2 != null) && (is2.Count > 0))
             {
                 numArray[index] += 1L;
                 string name = state.Rule.Name;
                 if (tracer != null)
                 {
                     tracer.StartActions(name, result);
                 }
                 foreach (RuleAction action in is2)
                 {
                     action.Execute(ruleExecution);
                     if (ruleExecution.Halted)
                     {
                         break;
                     }
                 }
                 if (ruleExecution.Halted)
                 {
                     return;
                 }
                 if (is3 != null)
                 {
                     foreach (int num2 in is3)
                     {
                         RuleState state2 = orderedRules[num2];
                         if (flagArray[num2] && ((numArray[num2] == 0L) || (state2.Rule.ReevaluationBehavior == RuleReevaluationBehavior.Always)))
                         {
                             if (tracer != null)
                             {
                                 tracer.TraceUpdate(name, state2.Rule.Name);
                             }
                             flagArray[num2] = false;
                             if (num2 < index)
                             {
                                 index = num2;
                             }
                         }
                     }
                 }
                 continue;
             }
         }
         index++;
     }
 }
 private static void AnalyzeRules(RuleChainingBehavior behavior, List<RuleState> ruleStates, RuleValidation validation, Tracer tracer)
 {
     int count = ruleStates.Count;
     if (behavior != RuleChainingBehavior.None)
     {
         RuleSymbolInfo[] ruleSymbols = new RuleSymbolInfo[count];
         int index = 0;
         while (index < count)
         {
             ruleSymbols[index] = AnalyzeRule(behavior, ruleStates[index].Rule, validation, tracer);
             index++;
         }
         for (index = 0; index < count; index++)
         {
             RuleState state = ruleStates[index];
             if (ruleSymbols[index].thenSideEffects != null)
             {
                 state.ThenActionsActiveRules = AnalyzeSideEffects(ruleSymbols[index].thenSideEffects, ruleSymbols);
                 if ((state.ThenActionsActiveRules != null) && (tracer != null))
                 {
                     tracer.TraceThenTriggers(state.Rule.Name, state.ThenActionsActiveRules, ruleStates);
                 }
             }
             if (ruleSymbols[index].elseSideEffects != null)
             {
                 state.ElseActionsActiveRules = AnalyzeSideEffects(ruleSymbols[index].elseSideEffects, ruleSymbols);
                 if ((state.ElseActionsActiveRules != null) && (tracer != null))
                 {
                     tracer.TraceElseTriggers(state.Rule.Name, state.ElseActionsActiveRules, ruleStates);
                 }
             }
         }
     }
 }