using System;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Common.Logging
{
public enum AsyncLogTargetOverflowAction
/// <summary>
/// Block until there's more room in the queue
/// </summary>
Block = 0,
/// Discard the overflowing item
Discard = 1
}
public class AsyncLogTargetWrapper : ILogTarget
private ILogTarget _target;
private Thread _messageThread;
private BlockingCollection<LogEventArgs> _messageQueue;
private readonly int _overflowTimeout;
string ILogTarget.Name { get => _target.Name; }
public AsyncLogTargetWrapper(ILogTarget target)
: this(target, -1, AsyncLogTargetOverflowAction.Block)
{ }
public AsyncLogTargetWrapper(ILogTarget target, int queueLimit, AsyncLogTargetOverflowAction overflowAction)
_target = target;
_messageQueue = new BlockingCollection<LogEventArgs>(queueLimit);
_overflowTimeout = overflowAction == AsyncLogTargetOverflowAction.Block ? -1 : 0;
_messageThread = new Thread(() => {
while (!_messageQueue.IsCompleted)
try
_target.Log(this, _messageQueue.Take());
catch (InvalidOperationException)
// IOE means that Take() was called on a completed collection.
// Some other thread can call CompleteAdding after we pass the
// IsCompleted check but before we call Take.
// We can simply catch the exception since the loop will break
// on the next iteration.
});
_messageThread.IsBackground = true;
_messageThread.Start();
public void Log(object sender, LogEventArgs e)
if (!_messageQueue.IsAddingCompleted)
_messageQueue.TryAdd(e, _overflowTimeout);
public void Dispose()
_messageQueue.CompleteAdding();
_messageThread.Join();