mirror of
https://github.com/wabbajack-tools/wabbajack.git
synced 2024-08-30 18:42:17 +00:00
Abstract the base components of compilers/installers into a single abstract class
This commit is contained in:
parent
3e02500f4d
commit
0c78680c09
@ -23,17 +23,16 @@ namespace Wabbajack.Common
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private static readonly Subject<CPUStatus> _Status = new Subject<CPUStatus>();
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public IObservable<CPUStatus> Status => _Status;
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public static int ThreadCount { get; } = Environment.ProcessorCount;
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public static List<Thread> Threads { get; private set; }
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public WorkQueue()
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public WorkQueue(int threadCount = 0)
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{
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StartThreads();
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StartThreads(threadCount == 0 ? Environment.ProcessorCount : threadCount);
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}
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private void StartThreads()
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private void StartThreads(int threadCount)
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{
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Threads = Enumerable.Range(0, ThreadCount)
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Threads = Enumerable.Range(0, threadCount)
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.Select(idx =>
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{
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var thread = new Thread(() => ThreadBody(idx));
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106
Wabbajack.Lib/ABatchProcessor.cs
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106
Wabbajack.Lib/ABatchProcessor.cs
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@ -0,0 +1,106 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reactive.Subjects;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using ReactiveUI;
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using Wabbajack.Common;
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using Wabbajack.VirtualFileSystem;
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namespace Wabbajack.Lib
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{
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public abstract class ABatchProcessor : IBatchProcessor
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{
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public WorkQueue Queue { get; private set; }
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private bool _configured = false;
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public void Dispose()
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{
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Queue?.Shutdown();
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}
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public Context VFS { get; private set; }
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protected StatusUpdateTracker UpdateTracker { get; private set; }
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private Subject<float> _percentCompleted { get; set; } = new Subject<float>();
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/// <summary>
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/// The current progress of the entire processing system on a scale of 0.0 to 1.0
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/// </summary>
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public IObservable<float> PercentCompleted { get; }
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private Subject<string> _textStatus { get; set; } = new Subject<string>();
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/// <summary>
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/// The current status of the processor as a text string
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/// </summary>
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public IObservable<string> TextStatus { get; }
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private Subject<CPUStatus> _QueueStatus { get; set; } = new Subject<CPUStatus>();
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public IObservable<CPUStatus> QueueStatus { get; }
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private Subject<bool> _IsRunning { get; set; } = new Subject<bool>();
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public IObservable<bool> IsRunning { get; }
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private Thread _processorThread { get; set; }
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protected ABatchProcessor()
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{
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QueueStatus = _QueueStatus;
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}
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protected void ConfigureProcessor(int steps, int threads = 0)
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{
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if (_configured)
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throw new InvalidDataException("Can't configure a processor twice");
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Queue = new WorkQueue(threads);
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UpdateTracker = new StatusUpdateTracker(steps);
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Queue.Status.Subscribe(_QueueStatus);
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UpdateTracker.Progress.Subscribe(_percentCompleted);
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UpdateTracker.StepName.Subscribe(_textStatus);
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VFS = new Context(Queue) { UpdateTracker = UpdateTracker };
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_configured = true;
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}
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protected abstract bool _Begin();
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public Task<bool> Begin()
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{
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_IsRunning.OnNext(true);
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var _tcs = new TaskCompletionSource<bool>();
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if (_processorThread != null)
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{
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throw new InvalidDataException("Can't start the processor twice");
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}
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_processorThread = new Thread(() =>
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{
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try
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{
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_tcs.SetResult(_Begin());
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}
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catch (Exception ex)
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{
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_tcs.SetException(ex);
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}
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finally
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{
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_IsRunning.OnNext(false);
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}
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});
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_processorThread.Priority = ThreadPriority.BelowNormal;
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_processorThread.Start();
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return _tcs.Task;
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}
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public void Terminate()
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{
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Queue?.Shutdown();
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_processorThread?.Abort();
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_IsRunning.OnNext(false);
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}
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}
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}
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@ -17,15 +17,11 @@ using Path = Alphaleonis.Win32.Filesystem.Path;
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namespace Wabbajack.Lib
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{
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public abstract class ACompiler
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public abstract class ACompiler : ABatchProcessor
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{
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public string ModListName, ModListAuthor, ModListDescription, ModListImage, ModListWebsite, ModListReadme;
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public string WabbajackVersion;
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public StatusUpdateTracker UpdateTracker { get; protected set; }
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public WorkQueue Queue { get; protected set; }
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protected static string _vfsCacheName = "vfs_compile_cache.bin";
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/// <summary>
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/// A stream of tuples of ("Update Title", 0.25) which represent the name of the current task
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@ -34,8 +30,6 @@ namespace Wabbajack.Lib
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public IObservable<(string, float)> ProgressUpdates => _progressUpdates;
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protected readonly Subject<(string, float)> _progressUpdates = new Subject<(string, float)>();
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public Context VFS { get; internal set; }
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public ModManager ModManager;
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public string GamePath;
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@ -43,6 +37,8 @@ namespace Wabbajack.Lib
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public string ModListOutputFolder;
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public string ModListOutputFile;
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public bool ShowReportWhenFinished { get; set; } = true;
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public List<Archive> SelectedArchives = new List<Archive>();
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public List<Directive> InstallDirectives = new List<Directive>();
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public List<RawSourceFile> AllFiles = new List<RawSourceFile>();
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@ -128,7 +124,7 @@ namespace Wabbajack.Lib
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public void ShowReport()
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{
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//if (!ShowReportWhenFinished) return;
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if (!ShowReportWhenFinished) return;
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var file = Path.GetTempFileName() + ".html";
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File.WriteAllText(file, ModList.ReportHTML);
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@ -207,8 +203,6 @@ namespace Wabbajack.Lib
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return null;
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}
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public abstract bool Compile();
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public Directive RunStack(IEnumerable<ICompilationStep> stack, RawSourceFile source)
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{
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Utils.Status($"Compiling {source.Path}");
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@ -223,11 +217,5 @@ namespace Wabbajack.Lib
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public abstract IEnumerable<ICompilationStep> GetStack();
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public abstract IEnumerable<ICompilationStep> MakeStack();
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protected ACompiler()
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{
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ProgressUpdates.Subscribe(itm => Utils.Log($"{itm.Item2} - {itm.Item1}"));
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Queue = new WorkQueue();
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}
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}
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}
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@ -12,14 +12,10 @@ using Path = Alphaleonis.Win32.Filesystem.Path;
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namespace Wabbajack.Lib
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{
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public abstract class AInstaller
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public abstract class AInstaller : ABatchProcessor
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{
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public bool IgnoreMissingFiles { get; internal set; } = false;
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public StatusUpdateTracker UpdateTracker { get; protected set; }
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public WorkQueue Queue { get; protected set; }
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public Context VFS { get; internal set; }
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public string OutputFolder { get; set; }
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public string DownloadFolder { get; set; }
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@ -29,13 +25,6 @@ namespace Wabbajack.Lib
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public ModList ModList { get; internal set; }
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public Dictionary<string, string> HashedArchives { get; set; }
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protected AInstaller()
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{
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Queue = new WorkQueue();
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}
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public abstract void Install();
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public void Info(string msg)
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{
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Utils.Log(msg);
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@ -29,8 +29,6 @@ namespace Wabbajack.Lib
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public Compiler(string mo2_folder)
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{
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UpdateTracker = new StatusUpdateTracker(10);
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VFS = new Context(Queue) {UpdateTracker = UpdateTracker};
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ModManager = ModManager.MO2;
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MO2Folder = mo2_folder;
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@ -39,14 +37,10 @@ namespace Wabbajack.Lib
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ModListOutputFolder = "output_folder";
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ModListOutputFile = MO2Profile + ExtensionManager.Extension;
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VFS.ProgressUpdates.Debounce(new TimeSpan(0, 0, 0, 0, 100))
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.Subscribe(itm => _progressUpdates.OnNext(itm));
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}
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public dynamic MO2Ini { get; }
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public bool ShowReportWhenFinished { get; set; } = true;
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public bool IgnoreMissingFiles { get; set; }
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public string MO2DownloadsFolder
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@ -71,8 +65,9 @@ namespace Wabbajack.Lib
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public HashSet<string> SelectedProfiles { get; set; } = new HashSet<string>();
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public override bool Compile()
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protected override bool _Begin()
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{
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ConfigureProcessor(10);
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UpdateTracker.Reset();
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UpdateTracker.NextStep("Gathering information");
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Info("Looking for other profiles");
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50
Wabbajack.Lib/IBatchProcessor.cs
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50
Wabbajack.Lib/IBatchProcessor.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Wabbajack.Common;
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namespace Wabbajack.Lib
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{
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/// <summary>
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/// Wabbajack runs mostly as a batch processor of sorts, we have a list of tasks we need to perform
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/// and the Compilers/Installers run throught those tasks one at a time. At any given moment the processor
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/// will be using multiple threads to complete that task. This interface defines a common implementation of
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/// all reporting functionality of both the compilers and installers.
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///
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/// These processors are disposible because they contain WorkQueues which must be properly shutdown to keep
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/// from leaking threads.
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/// </summary>
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public interface IBatchProcessor : IDisposable
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{
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/// <summary>
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/// The current progress of the entire processing system on a scale of 0.0 to 1.0
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/// </summary>
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IObservable<float> PercentCompleted { get; }
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/// <summary>
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/// The current status of the processor as a text string
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/// </summary>
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IObservable<string> TextStatus { get; }
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/// <summary>
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/// The status of the processor's work queue
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/// </summary>
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IObservable<CPUStatus> QueueStatus { get; }
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IObservable<bool> IsRunning { get; }
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/// <summary>
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/// Begin processing
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/// </summary>
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Task<bool> Begin();
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/// <summary>
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/// Terminate any processing currently in progress by the processor. The processor should be disposed of
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/// after calling this function as processing cannot be resumed and the tasks may be half completed.
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/// Should only be called while IsRunning = true;
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/// </summary>
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void Terminate();
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}
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}
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@ -19,8 +19,6 @@ namespace Wabbajack.Lib
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{
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public Installer(string archive, ModList mod_list, string output_folder)
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{
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UpdateTracker = new StatusUpdateTracker(10);
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VFS = new Context(Queue) {UpdateTracker = UpdateTracker};
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ModManager = ModManager.MO2;
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ModListArchive = archive;
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OutputFolder = output_folder;
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@ -30,8 +28,9 @@ namespace Wabbajack.Lib
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public string GameFolder { get; set; }
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public override void Install()
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protected override bool _Begin()
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{
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ConfigureProcessor(10);
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var game = GameRegistry.Games[ModList.GameType];
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if (GameFolder == null)
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@ -44,7 +43,7 @@ namespace Wabbajack.Lib
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"game location up in the windows registry but were unable to find it, please make sure you launch the game once before running this installer. ",
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"Could not find game location", MessageBoxButton.OK);
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Utils.Log("Exiting because we couldn't find the game folder.");
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return;
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return false;
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}
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ValidateGameESMs();
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@ -63,7 +62,7 @@ namespace Wabbajack.Lib
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MessageBoxImage.Exclamation) == MessageBoxResult.No)
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{
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Utils.Log("Existing installation at the request of the user, existing mods folder found.");
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return;
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return false;
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}
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}
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@ -97,6 +96,7 @@ namespace Wabbajack.Lib
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// Removed until we decide if we want this functionality
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// Nexus devs weren't sure this was a good idea, I (halgari) agree.
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//AskToEndorse();
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return true;
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}
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private void InstallIncludedDownloadMetas()
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@ -38,9 +38,6 @@ namespace Wabbajack.Lib
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public VortexCompiler(Game game, string gamePath, string vortexFolder, string downloadsFolder, string stagingFolder)
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{
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UpdateTracker = new StatusUpdateTracker(10);
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VFS = new Context(Queue) {UpdateTracker = UpdateTracker};
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ModManager = ModManager.Vortex;
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Game = game;
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@ -54,8 +51,9 @@ namespace Wabbajack.Lib
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ActiveArchives = new List<string>();
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}
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public override bool Compile()
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protected override bool _Begin()
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{
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ConfigureProcessor(10);
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if (string.IsNullOrEmpty(ModListName))
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ModListName = $"Vortex ModList for {Game.ToString()}";
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ModListOutputFile = $"{ModListName}{ExtensionManager.Extension}";
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@ -13,8 +13,6 @@ namespace Wabbajack.Lib
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public VortexInstaller(string archive, ModList modList)
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{
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UpdateTracker = new StatusUpdateTracker(10);
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VFS = new Context(Queue) {UpdateTracker = UpdateTracker};
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ModManager = ModManager.Vortex;
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ModListArchive = archive;
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ModList = modList;
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@ -25,8 +23,9 @@ namespace Wabbajack.Lib
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GameInfo = GameRegistry.Games[ModList.GameType];
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}
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public override void Install()
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protected override bool _Begin()
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{
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ConfigureProcessor(10);
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Directory.CreateDirectory(DownloadFolder);
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HashArchives();
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@ -52,6 +51,7 @@ namespace Wabbajack.Lib
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//InstallIncludedDownloadMetas();
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Info("Installation complete! You may exit the program.");
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return true;
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}
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private void InstallIncludedFiles()
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@ -78,6 +78,7 @@
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<Reference Include="WindowsBase" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ABatchProcessor.cs" />
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<Compile Include="ACompiler.cs" />
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<Compile Include="AInstaller.cs" />
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<Compile Include="CerasConfig.cs" />
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@ -125,6 +126,7 @@
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<Compile Include="Downloaders\MEGADownloader.cs" />
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<Compile Include="Downloaders\ModDBDownloader.cs" />
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<Compile Include="Downloaders\NexusDownloader.cs" />
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<Compile Include="IBatchProcessor.cs" />
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<Compile Include="Installer.cs" />
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<Compile Include="ModListRegistry\ModListMetadata.cs" />
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<Compile Include="NexusApi\Dtos.cs" />
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@ -37,7 +37,7 @@ namespace Wabbajack.Test
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var compiler = MakeCompiler();
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compiler.MO2Profile = profile;
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compiler.ShowReportWhenFinished = false;
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Assert.IsTrue(compiler.Compile());
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Assert.IsTrue(compiler.Begin().Result);
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return compiler;
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}
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@ -59,7 +59,7 @@ namespace Wabbajack.Test
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var installer = new Installer(compiler.ModListOutputFile, modlist, utils.InstallFolder);
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installer.DownloadFolder = utils.DownloadsFolder;
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installer.GameFolder = utils.GameFolder;
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installer.Install();
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installer.Begin().Wait();
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}
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}
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}
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@ -37,7 +37,7 @@ namespace Wabbajack.Test
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vortexCompiler.DownloadsFolder = utils.DownloadsFolder;
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vortexCompiler.StagingFolder = utils.InstallFolder;
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Directory.CreateDirectory(utils.InstallFolder);
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Assert.IsTrue(vortexCompiler.Compile());
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Assert.IsTrue(vortexCompiler.Begin().Result);
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return vortexCompiler;
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}
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@ -66,7 +66,7 @@ namespace Wabbajack.Test
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DownloadFolder = utils.DownloadsFolder,
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GameFolder = utils.GameFolder,
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};
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installer.Install();
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installer.Begin().Wait();
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}
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}
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}
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@ -77,7 +77,7 @@ namespace Wabbajack.Test
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compiler.MO2DownloadsFolder = Path.Combine(utils.DownloadsFolder);
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compiler.MO2Profile = profile;
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compiler.ShowReportWhenFinished = false;
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Assert.IsTrue(compiler.Compile());
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Assert.IsTrue(compiler.Begin().Result);
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}
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@ -150,7 +150,7 @@ namespace Wabbajack.Test
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var installer = new Installer(compiler.ModListOutputFile, modlist, utils.InstallFolder);
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installer.DownloadFolder = utils.DownloadsFolder;
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installer.GameFolder = utils.GameFolder;
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installer.Install();
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installer.Begin().Wait();
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}
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private Compiler ConfigureAndRunCompiler(string profile)
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@ -158,7 +158,7 @@ namespace Wabbajack.Test
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var compiler = new Compiler(utils.MO2Folder);
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compiler.MO2Profile = profile;
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compiler.ShowReportWhenFinished = false;
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Assert.IsTrue(compiler.Compile());
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Assert.IsTrue(compiler.Begin().Result);
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return compiler;
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}
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}
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@ -77,8 +77,8 @@ namespace Wabbajack.Test
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// Update the file and verify that it throws an error.
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utils.GenerateRandomFileData(game_file, 20);
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var exception = Assert.ThrowsException<Exception>(() => Install(compiler));
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Assert.AreEqual(exception.Message, "Game ESM hash doesn't match, is the ESM already cleaned? Please verify your local game files.");
|
||||
var exception = Assert.ThrowsException<AggregateException>(() => Install(compiler));
|
||||
Assert.AreEqual(exception.InnerExceptions.First().Message, "Game ESM hash doesn't match, is the ESM already cleaned? Please verify your local game files.");
|
||||
|
||||
|
||||
}
|
||||
|
@ -120,12 +120,11 @@ namespace Wabbajack
|
||||
Utils.Log($"Compiler error: {ex.ExceptionToString()}");
|
||||
return;
|
||||
}
|
||||
await Task.Run(() =>
|
||||
await Task.Run(async () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
this.StatusTracker = compiler.UpdateTracker;
|
||||
compiler.Compile();
|
||||
await compiler.Begin();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -106,12 +106,11 @@ namespace Wabbajack
|
||||
Utils.Log($"Compiler error: {ex.ExceptionToString()}");
|
||||
return;
|
||||
}
|
||||
await Task.Run(() =>
|
||||
await Task.Run(async () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
this.StatusTracker = compiler.UpdateTracker;
|
||||
compiler.Compile();
|
||||
await compiler.Begin();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -9,6 +9,7 @@ using System.Reactive.Disposables;
|
||||
using System.Reactive.Linq;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows;
|
||||
using System.Windows.Media.Imaging;
|
||||
using Wabbajack.Common;
|
||||
@ -295,11 +296,11 @@ namespace Wabbajack
|
||||
{
|
||||
DownloadFolder = DownloadLocation.TargetPath
|
||||
};
|
||||
var th = new Thread(() =>
|
||||
Task.Run(async () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
installer.Install();
|
||||
await installer.Begin();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@ -313,11 +314,7 @@ namespace Wabbajack
|
||||
|
||||
this.Installing = false;
|
||||
}
|
||||
})
|
||||
{
|
||||
Priority = ThreadPriority.BelowNormal
|
||||
};
|
||||
th.Start();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
@ -83,9 +83,10 @@ namespace Wabbajack
|
||||
|
||||
// Compile progress updates and populate ObservableCollection
|
||||
/*
|
||||
WorkQueue.Status
|
||||
_Compiler.WhenAny(c => c.Value.Compiler.)
|
||||
.ObserveOn(RxApp.TaskpoolScheduler)
|
||||
.ToObservableChangeSet(x => x.ID)
|
||||
.ToObservableChangeSet(x => x.)
|
||||
/*
|
||||
.Batch(TimeSpan.FromMilliseconds(250), RxApp.TaskpoolScheduler)
|
||||
.EnsureUniqueChanges()
|
||||
.ObserveOn(RxApp.MainThreadScheduler)
|
||||
|
Loading…
Reference in New Issue
Block a user