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Update VirtualTree component code to v6.1.0
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227
components/virtualtreeview/Source/VirtualTrees.WorkerThread.pas
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227
components/virtualtreeview/Source/VirtualTrees.WorkerThread.pas
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unit VirtualTrees.WorkerThread;
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interface
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uses
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System.Classes,
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VirtualTrees;
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type
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// internal worker thread
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TWorkerThread = class(TThread)
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private
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FCurrentTree: TBaseVirtualTree;
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FWaiterList: TThreadList;
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FRefCount: Cardinal;
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protected
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procedure CancelValidation(Tree: TBaseVirtualTree);
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procedure Execute; override;
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public
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constructor Create(CreateSuspended: Boolean);
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destructor Destroy; override;
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procedure AddTree(Tree: TBaseVirtualTree);
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procedure RemoveTree(Tree: TBaseVirtualTree);
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property CurrentTree: TBaseVirtualTree read FCurrentTree;
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end;
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procedure AddThreadReference;
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procedure ReleaseThreadReference(Tree: TBaseVirtualTree);
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var
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WorkerThread: TWorkerThread;
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WorkEvent: THandle;
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implementation
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uses
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Winapi.Windows,
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System.Types,
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System.SysUtils;
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type
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TBaseVirtualTreeCracker = class(TBaseVirtualTree)
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end;
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//----------------- TWorkerThread --------------------------------------------------------------------------------------
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procedure AddThreadReference;
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begin
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if not Assigned(WorkerThread) then
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begin
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// Create an event used to trigger our worker thread when something is to do.
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WorkEvent := CreateEvent(nil, False, False, nil);
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if WorkEvent = 0 then
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RaiseLastOSError;
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// Create worker thread, initialize it and send it to its wait loop.
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WorkerThread := TWorkerThread.Create(False);
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end;
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Inc(WorkerThread.FRefCount);
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end;
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//----------------------------------------------------------------------------------------------------------------------
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procedure ReleaseThreadReference(Tree: TBaseVirtualTree);
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begin
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if Assigned(WorkerThread) then
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begin
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Dec(WorkerThread.FRefCount);
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// Make sure there is no reference remaining to the releasing tree.
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TBaseVirtualTreeCracker(Tree).InterruptValidation;
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if WorkerThread.FRefCount = 0 then
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begin
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with WorkerThread do
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begin
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Terminate;
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SetEvent(WorkEvent);
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end;
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FreeAndNil(WorkerThread);
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CloseHandle(WorkEvent);
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end;
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end;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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constructor TWorkerThread.Create(CreateSuspended: Boolean);
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begin
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inherited Create(CreateSuspended);
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FWaiterList := TThreadList.Create;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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destructor TWorkerThread.Destroy;
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begin
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// First let the ancestor stop the thread before freeing our resources.
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inherited;
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FWaiterList.Free;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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procedure TWorkerThread.CancelValidation(Tree: TBaseVirtualTree);
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var
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Msg: TMsg;
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begin
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// Wait for any references to this tree to be released.
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// Pump WM_CHANGESTATE messages so the thread doesn't block on SendMessage calls.
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while FCurrentTree = Tree do
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begin
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if Tree.HandleAllocated and PeekMessage(Msg, Tree.Handle, WM_CHANGESTATE, WM_CHANGESTATE, PM_REMOVE) then
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begin
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TranslateMessage(Msg);
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DispatchMessage(Msg);
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Continue;
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end;
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if (toVariableNodeHeight in TBaseVirtualTreeCracker(Tree).TreeOptions.MiscOptions) then
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CheckSynchronize(); // We need to call CheckSynchronize here because we are using TThread.Synchronize in TBaseVirtualTree.MeasureItemHeight()
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end;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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procedure TWorkerThread.Execute;
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// Does some background tasks, like validating tree caches.
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var
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EnterStates,
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LeaveStates: TChangeStates;
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lCurrentTree: TBaseVirtualTree;
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begin
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TThread.NameThreadForDebugging('VirtualTrees.TWorkerThread');
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while not Terminated do
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begin
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WaitForSingleObject(WorkEvent, INFINITE);
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if not Terminated then
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begin
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// Get the next waiting tree.
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with FWaiterList.LockList do
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try
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if Count > 0 then
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begin
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FCurrentTree := Items[0];
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// Remove this tree from waiter list.
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Delete(0);
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// If there is yet another tree to work on then set the work event to keep looping.
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if Count > 0 then
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SetEvent(WorkEvent);
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end
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else
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FCurrentTree := nil;
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finally
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FWaiterList.UnlockList;
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end;
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// Something to do?
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if Assigned(FCurrentTree) then
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begin
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try
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TBaseVirtualTreeCracker(FCurrentTree).ChangeTreeStatesAsync([csValidating], [csUseCache, csValidationNeeded]);
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EnterStates := [];
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if not (tsStopValidation in FCurrentTree.TreeStates) and TBaseVirtualTreeCracker(FCurrentTree).DoValidateCache then
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EnterStates := [csUseCache];
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finally
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LeaveStates := [csValidating, csStopValidation];
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TBaseVirtualTreeCracker(FCurrentTree).ChangeTreeStatesAsync(EnterStates, LeaveStates);
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lCurrentTree := FCurrentTree; // Save reference in a local variable for later use
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FCurrentTree := nil; //Clear variable to prevent deadlock in CancelValidation. See #434
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Queue(TBaseVirtualTreeCracker(lCurrentTree).UpdateEditBounds);
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end;
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end;
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end;
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end;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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procedure TWorkerThread.AddTree(Tree: TBaseVirtualTree);
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begin
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Assert(Assigned(Tree), 'Tree must not be nil.');
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// Remove validation stop flag, just in case it is still set.
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TBaseVirtualTreeCracker(Tree).DoStateChange([], [tsStopValidation]);
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with FWaiterList.LockList do
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try
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if IndexOf(Tree) = -1 then
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Add(Tree);
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finally
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FWaiterList.UnlockList;
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end;
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end;
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//----------------------------------------------------------------------------------------------------------------------
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procedure TWorkerThread.RemoveTree(Tree: TBaseVirtualTree);
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begin
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Assert(Assigned(Tree), 'Tree must not be nil.');
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with FWaiterList.LockList do
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try
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Remove(Tree);
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finally
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FWaiterList.UnlockList; // Seen several AVs in this line, was called from TWorkerThrea.Destroy. Joachim Marder.
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end;
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CancelValidation(Tree);
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end;
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end.
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