Ported some Error/Hash systems from Noggog/CSharpExt

This commit is contained in:
Justin Swanson 2019-11-02 20:49:39 -06:00
parent bb4141dd79
commit 2dc47d5ec8
4 changed files with 361 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Wabbajack
{
public struct ErrorResponse : IErrorResponse
{
public readonly static ErrorResponse Success = Succeed();
public readonly static ErrorResponse Failure = new ErrorResponse();
public readonly bool Succeeded;
public readonly Exception Exception;
private readonly string _reason;
public bool Failed => !Succeeded;
public string Reason
{
get
{
if (this.Exception != null)
{
return this.Exception.ToString();
}
return _reason;
}
}
bool IErrorResponse.Succeeded => this.Succeeded;
Exception IErrorResponse.Exception => this.Exception;
private ErrorResponse(
bool succeeded,
string reason = null,
Exception ex = null)
{
this.Succeeded = succeeded;
this._reason = reason;
this.Exception = ex;
}
public override string ToString()
{
return $"({(Succeeded ? "Success" : "Fail")}, {Reason})";
}
#region Factories
public static ErrorResponse Succeed()
{
return new ErrorResponse(true);
}
public static ErrorResponse Succeed(string reason)
{
return new ErrorResponse(true, reason);
}
public static ErrorResponse Fail(string reason)
{
return new ErrorResponse(false, reason: reason);
}
public static ErrorResponse Fail(Exception ex)
{
return new ErrorResponse(false, ex: ex);
}
public static ErrorResponse Fail()
{
return new ErrorResponse(false);
}
public static ErrorResponse Create(bool successful, string reason = null)
{
return new ErrorResponse(successful, reason);
}
#endregion
}
public interface IErrorResponse
{
bool Succeeded { get; }
Exception Exception { get; }
string Reason { get; }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Wabbajack
{
public struct GetResponse<T> : IEquatable<GetResponse<T>>, IErrorResponse
{
public static readonly GetResponse<T> Failure = new GetResponse<T>();
public readonly T Value;
public readonly bool Succeeded;
public readonly Exception Exception;
private readonly string _reason;
public bool Failed => !Succeeded;
public string Reason
{
get
{
if (this.Exception != null)
{
return this.Exception.ToString();
}
return _reason;
}
}
bool IErrorResponse.Succeeded => this.Succeeded;
Exception IErrorResponse.Exception => this.Exception;
private GetResponse(
bool succeeded,
T val = default(T),
string reason = null,
Exception ex = null)
{
this.Value = val;
this.Succeeded = succeeded;
this._reason = reason;
this.Exception = ex;
}
public bool Equals(GetResponse<T> other)
{
return this.Succeeded == other.Succeeded
&& object.Equals(this.Value, other.Value);
}
public override bool Equals(object obj)
{
if (!(obj is GetResponse<T> rhs)) return false;
return Equals(rhs);
}
public override int GetHashCode()
{
return HashHelper.GetHashCode(Value)
.CombineHashCode(Succeeded.GetHashCode());
}
public override string ToString()
{
return $"({(Succeeded ? "Success" : "Fail")}, {Value}, {Reason})";
}
public GetResponse<R> BubbleFailure<R>()
{
return new GetResponse<R>(
succeeded: false,
reason: this._reason,
ex: this.Exception);
}
public GetResponse<R> Bubble<R>(Func<T, R> conv)
{
return new GetResponse<R>(
succeeded: this.Succeeded,
val: conv(this.Value),
reason: this._reason,
ex: this.Exception);
}
public T EvaluateOrThrow()
{
if (this.Succeeded)
{
return this.Value;
}
throw new ArgumentException(this.Reason);
}
#region Factories
public static GetResponse<T> Succeed(T value)
{
return new GetResponse<T>(true, value);
}
public static GetResponse<T> Succeed(T value, string reason)
{
return new GetResponse<T>(true, value, reason);
}
public static GetResponse<T> Fail(string reason)
{
return new GetResponse<T>(false, reason: reason);
}
public static GetResponse<T> Fail(T val, string reason)
{
return new GetResponse<T>(false, val, reason);
}
public static GetResponse<T> Fail(Exception ex)
{
return new GetResponse<T>(false, ex: ex);
}
public static GetResponse<T> Fail(T val, Exception ex)
{
return new GetResponse<T>(false, val, ex: ex);
}
public static GetResponse<T> Fail(T val)
{
return new GetResponse<T>(false, val);
}
public static GetResponse<T> Create(bool successful, T val = default(T), string reason = null)
{
return new GetResponse<T>(successful, val, reason);
}
#endregion
}
}

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using System;
using System.Collections.Generic;
/*
* Taken from: http://stackoverflow.com/questions/263400/what-is-the-best-algorithm-for-an-overridden-system-object-gethashcode
*/
namespace Wabbajack
{
public static class HashHelper
{
public static int GetHashCode<T1, T2>(T1 arg1, T2 arg2)
{
unchecked
{
return 31 * (arg1 == null ? 0 : arg1.GetHashCode())
+ (arg2 == null ? 0 : arg2.GetHashCode());
}
}
public static int GetHashCode<T1, T2, T3>(T1 arg1, T2 arg2, T3 arg3)
{
unchecked
{
int hash = (arg1 == null ? 0 : arg1.GetHashCode());
hash = 31 * hash + (arg2 == null ? 0 : arg2.GetHashCode());
return 31 * hash + (arg3 == null ? 0 : arg3.GetHashCode());
}
}
public static int GetHashCode<T1, T2, T3, T4>(T1 arg1, T2 arg2, T3 arg3, T4 arg4)
{
unchecked
{
int hash = (arg1 == null ? 0 : arg1.GetHashCode());
hash = 31 * hash + (arg2 == null ? 0 : arg2.GetHashCode());
hash = 31 * hash + (arg3 == null ? 0 : arg3.GetHashCode());
return 31 * hash + (arg4 == null ? 0 : arg4.GetHashCode());
}
}
public static int GetHashCode<T>(params T[] list)
{
unchecked
{
int hash = 0;
if (list == null) return hash;
for (int i = 0; i < list.Length; i++)
{
hash = 31 * hash + GetHashCode(list[i]);
}
return hash;
}
}
public static int GetHashCode<T>(ReadOnlySpan<T> span)
{
unchecked
{
int hash = 0;
if (span == null) return hash;
for (int i = 0; i < span.Length; i++)
{
hash = 31 * hash + GetHashCode(span[i]);
}
return hash;
}
}
public static int GetHashCode<T>(T t)
{
unchecked
{
return (t == null ? 0 : t.GetHashCode());
}
}
public static int GetHashCode<T>(IEnumerable<T> list)
{
unchecked
{
int hash = 0;
foreach (var item in list)
{
hash = 31 * hash + (item == null ? 0 : item.GetHashCode());
}
return hash;
}
}
/// <summary>
/// Gets a hashcode for a collection for that the order of items
/// does not matter.
/// So {1, 2, 3} and {3, 2, 1} will get same hash code.
/// </summary>
public static int GetHashCode_OrderBlind<T>(
IEnumerable<T> list)
{
unchecked
{
int hash = 0;
int count = 0;
foreach (var item in list)
{
hash += (item == null ? 0 : item.GetHashCode());
count++;
}
return 31 * hash + count.GetHashCode();
}
}
/// <summary>
/// Alternative way to get a hashcode is to use a fluent
/// interface like this:<br />
/// return 0.CombineHashCode(field1).CombineHashCode(field2).
/// CombineHashCode(field3);
/// </summary>
public static int CombineHashCode<T>(this int hashCode, T arg)
{
unchecked
{
return CombineHashCode(hashCode, (arg == null ? 0 : arg.GetHashCode()));
}
}
public static int CombineHashCode(this int hashCode, int rhsHash)
{
unchecked
{
return 31 * hashCode + rhsHash;
}
}
}
}

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<Compile Include="ChildProcessTracker.cs" /> <Compile Include="ChildProcessTracker.cs" />
<Compile Include="Consts.cs" /> <Compile Include="Consts.cs" />
<Compile Include="DynamicIniData.cs" /> <Compile Include="DynamicIniData.cs" />
<Compile Include="Error States\ErrorResponse.cs" />
<Compile Include="Error States\GetResponse.cs" />
<Compile Include="ExtensionManager.cs" /> <Compile Include="ExtensionManager.cs" />
<Compile Include="Extensions\HashHelper.cs" />
<Compile Include="FileExtractor.cs" /> <Compile Include="FileExtractor.cs" />
<Compile Include="GameMetaData.cs" /> <Compile Include="GameMetaData.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />