Code:
/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / cdf / src / WF / Activities / Rules / RuleSet.cs / 1305376 / RuleSet.cs
// ---------------------------------------------------------------------------- // Copyright (C) 2005 Microsoft Corporation All Rights Reserved // --------------------------------------------------------------------------- using System.Collections.Generic; using System.ComponentModel; using System.Workflow.ComponentModel; using System.Workflow.ComponentModel.Compiler; using System.Workflow.Activities.Common; namespace System.Workflow.Activities.Rules { public enum RuleChainingBehavior { None, UpdateOnly, Full }; [Serializable] public class RuleSet { internal const string RuleSetTrackingKey = "RuleSet."; internal string name; internal string description; internal Listrules; internal RuleChainingBehavior behavior = RuleChainingBehavior.Full; private bool runtimeInitialized; private object syncLock = new object(); // keep track of cached data [NonSerialized] private RuleEngine cachedEngine; [NonSerialized] private RuleValidation cachedValidation; public RuleSet() { this.rules = new List (); } public RuleSet(string name) : this() { this.name = name; } public RuleSet(string name, string description) : this(name) { this.description = description; } public string Name { get { return name; } set { if (runtimeInitialized) throw new InvalidOperationException(SR.GetString(SR.Error_CanNotChangeAtRuntime)); name = value; } } public string Description { get { return description; } set { if (runtimeInitialized) throw new InvalidOperationException(SR.GetString(SR.Error_CanNotChangeAtRuntime)); description = value; } } public RuleChainingBehavior ChainingBehavior { get { return behavior; } set { if (runtimeInitialized) throw new InvalidOperationException(SR.GetString(SR.Error_CanNotChangeAtRuntime)); behavior = value; } } [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public ICollection Rules { get { return rules; } } public bool Validate(RuleValidation validation) { if (validation == null) throw new ArgumentNullException("validation"); // Validate each rule. Dictionary ruleNames = new Dictionary (); foreach (Rule r in rules) { if (!string.IsNullOrEmpty(r.Name)) // invalid names caught when validating the rule { if (ruleNames.ContainsKey(r.Name)) { // Duplicate rule name found. ValidationError error = new ValidationError(Messages.Error_DuplicateRuleName, ErrorNumbers.Error_DuplicateConditions); error.UserData[RuleUserDataKeys.ErrorObject] = r; validation.AddError(error); } else { ruleNames.Add(r.Name, null); } } r.Validate(validation); } if (validation.Errors == null || validation.Errors.Count == 0) return true; return false; } public void Execute(RuleExecution ruleExecution) { // we have no way of knowing if the ruleset has been changed, so no caching done if (ruleExecution == null) throw new ArgumentNullException("ruleExecution"); if (ruleExecution.Validation == null) throw new ArgumentException(SR.GetString(SR.Error_MissingValidationProperty), "ruleExecution"); RuleEngine engine = new RuleEngine(this, ruleExecution.Validation, ruleExecution.ActivityExecutionContext); engine.Execute(ruleExecution); } internal void Execute(Activity activity, ActivityExecutionContext executionContext) { // this can be called from multiple threads if multiple workflows are // running at the same time (only a single workflow is single-threaded) // we want to only lock around the validation and preprocessing, so that // execution can run in parallel. if (activity == null) throw new ArgumentNullException("activity"); Type activityType = activity.GetType(); RuleEngine engine = null; lock (syncLock) { // do we have something useable cached? if ((cachedEngine == null) || (cachedValidation == null) || (cachedValidation.ThisType != activityType)) { // no cache (or its invalid) RuleValidation validation = new RuleValidation(activityType, null); engine = new RuleEngine(this, validation, executionContext); cachedValidation = validation; cachedEngine = engine; } else { // this will happen if the ruleset has already been processed // we can simply use the previously processed engine engine = cachedEngine; } } // when we get here, we have a local RuleEngine all ready to go // we are outside the lock, so these can run in parallel engine.Execute(activity, executionContext); } public RuleSet Clone() { RuleSet newRuleSet = (RuleSet)this.MemberwiseClone(); newRuleSet.runtimeInitialized = false; if (this.rules != null) { newRuleSet.rules = new List (); foreach (Rule r in this.rules) newRuleSet.rules.Add(r.Clone()); } return newRuleSet; } public override bool Equals(object obj) { RuleSet other = obj as RuleSet; if (other == null) return false; if ((this.Name != other.Name) || (this.Description != other.Description) || (this.ChainingBehavior != other.ChainingBehavior) || (this.Rules.Count != other.Rules.Count)) return false; // look similar, compare each rule for (int i = 0; i < this.rules.Count; ++i) { if (!this.rules[i].Equals(other.rules[i])) return false; } return true; } public override int GetHashCode() { return base.GetHashCode(); } internal void OnRuntimeInitialized() { lock (syncLock) { if (runtimeInitialized) return; foreach (Rule rule in rules) { rule.OnRuntimeInitialized(); } runtimeInitialized = true; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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