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Recompute the token count instead of announcing it
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namespace AIStudio.Chat;
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/// <summary>
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/// Keeps a number up to date which nothing announces.
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/// </summary>
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/// <remarks>
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/// A conversation is a plain list of plain objects. Nothing raises an event when a block is added,
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/// when a document is attached, or when an answer grows by another sentence -- so a number derived
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/// from all of that cannot be wired to the places which change it. It was tried: fifteen call sites,
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/// and four review rounds each found another one which was missing.
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///
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/// So the number is recomputed instead of notified. Whoever thinks something may have changed nudges
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/// this tracker, and the tracker decides when to do the work: many nudges in a row become one run, a
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/// nudge arriving during a run becomes exactly one further run, and a minimum distance keeps a burst
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/// of them from turning into a burst of counting.
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///
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/// The heartbeat is not distrust of the nudges. Attachments are read from disk every time they are
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/// sent, so a file somebody edits in another program changes what the next message costs without
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/// anything happening in AI Studio which anyone could nudge from.
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/// </remarks>
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/// <param name="recount">Does the actual work. Gets a token which ends it when the tracker goes away.</param>
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/// <param name="quietTime">
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/// How long to stay quiet after a run before honouring the next nudge. Asked again each time,
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/// because what is reasonable depends on what is going on: a person who just switched a profile is
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/// waiting for the number, while an answer being written moves it with every word and wants a
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/// slower pace than the words arrive at.
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/// </param>
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/// <param name="heartbeat">How long to wait for a nudge before running anyway.</param>
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public sealed class ConversationTokenTracker(Func<CancellationToken, Task> recount, Func<TimeSpan> quietTime, TimeSpan heartbeat) : IAsyncDisposable
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{
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/// <summary>
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/// How long a tracker which is going away waits for its own loop.
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/// </summary>
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/// <remarks>
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/// The loop ends on cancellation, so this is only ever reached when something it called does
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/// not. Whoever is leaving the screen must not be the one who waits for that.
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/// </remarks>
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private static readonly TimeSpan SHUTDOWN_PATIENCE = TimeSpan.FromSeconds(2);
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private readonly SemaphoreSlim wakeUp = new(0, 1);
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private readonly CancellationTokenSource stopping = new();
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private Task? loop;
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/// <summary>
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/// Starts the loop. Calling this twice does nothing the second time.
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/// </summary>
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public void Start() => this.loop ??= Task.Run(this.RunAsync);
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/// <summary>
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/// Says that something may have changed.
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/// </summary>
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/// <remarks>
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/// Cheap on purpose, because it is called from the render path. It says "maybe", never "yes":
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/// asking for a run which turns out to change nothing costs a few lookups, while missing one is
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/// the bug this whole class exists to make impossible.
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/// </remarks>
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public void Nudge()
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{
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//
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// One pending wake-up is all a loop can act on. A second one would only make it run again
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// with the same answer.
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//
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if (this.wakeUp.CurrentCount > 0)
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return;
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try
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{
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this.wakeUp.Release();
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}
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catch (SemaphoreFullException)
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{
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//
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// Two threads got past the check above at the same time. The one which won left the
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// wake-up we wanted, so there is nothing left to do here.
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//
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}
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catch (ObjectDisposedException)
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{
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// The tracker is going away, and a number nobody will look at needs no update.
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}
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}
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private async Task RunAsync()
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{
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var token = this.stopping.Token;
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while (!token.IsCancellationRequested)
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{
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try
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{
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//
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// Sleeps until somebody nudges -- or until the heartbeat is due, which is what the
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// timeout returning false means. Both lead to the same run, so the result is not
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// even looked at.
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//
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await this.wakeUp.WaitAsync(heartbeat, token);
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if (token.IsCancellationRequested)
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return;
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//
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// Deliberately without draining further wake-ups first. A nudge which arrives while
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// this run reads the conversation may well be about a change this run is already
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// seeing -- and then the extra run costs a few lookups. Draining would risk the
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// other case, where the change comes after the read and nobody asks again.
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//
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try
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{
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await recount(token);
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}
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catch (Exception) when (!token.IsCancellationRequested)
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{
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//
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// One failed run must not end the loop: a tracker which died on a single bad
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// answer would leave a stale number standing forever, which is the failure this
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// class was built to rule out. Saying what went wrong is the job of the work
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// itself, which is the only side that has a logger.
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//
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}
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//
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// The quiet time is kept after the work, not before it: the first nudge of a burst
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// is answered at once, and the rest of the burst collapses into the single run which
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// follows this delay.
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//
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// It is also what paces a run which feeds itself. Showing a new number renders, and
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// a render nudges -- so while something changes continuously, this delay is the
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// whole cadence.
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//
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await Task.Delay(quietTime(), token);
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}
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catch (OperationCanceledException)
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{
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return;
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}
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catch (ObjectDisposedException)
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{
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// The tracker was disposed underneath this loop, which is another way of stopping.
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return;
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}
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}
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}
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#region Implementation of IAsyncDisposable
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public async ValueTask DisposeAsync()
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{
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await this.stopping.CancelAsync();
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if (this.loop is not null)
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{
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try
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{
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//
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// Awaited rather than abandoned, so that nothing is still counting into a component
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// which is already gone. The counting itself takes the same token, so a run which
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// sits in an IPC call ends with it -- and the patience is there for the case where
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// it does not, because a chat being closed is not worth hanging on to.
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//
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await this.loop.WaitAsync(SHUTDOWN_PATIENCE);
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}
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catch (Exception)
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{
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// The loop ends on cancellation; whatever else it carries out is of no use here.
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}
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}
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this.stopping.Dispose();
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this.wakeUp.Dispose();
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}
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#endregion
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}
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