File: NavigationBar\NavigationBarController.cs
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Project: ..\..\..\src\EditorFeatures\Core\Microsoft.CodeAnalysis.EditorFeatures.csproj (Microsoft.CodeAnalysis.EditorFeatures)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
 
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.CodeAnalysis.Editor.Shared.Extensions;
using Microsoft.CodeAnalysis.Editor.Shared.Tagging;
using Microsoft.CodeAnalysis.Editor.Shared.Utilities;
using Microsoft.CodeAnalysis.Editor.Tagging;
using Microsoft.CodeAnalysis.ErrorReporting;
using Microsoft.CodeAnalysis.Shared.Extensions;
using Microsoft.CodeAnalysis.Shared.TestHooks;
using Microsoft.CodeAnalysis.Text;
using Microsoft.CodeAnalysis.Workspaces;
using Microsoft.VisualStudio.Text;
using Roslyn.Utilities;
using IUIThreadOperationExecutor = Microsoft.VisualStudio.Utilities.IUIThreadOperationExecutor;
 
namespace Microsoft.CodeAnalysis.Editor.Implementation.NavigationBar
{
    /// <summary>
    /// The controller for navigation bars.
    /// </summary>
    /// <remarks>
    /// The threading model for this class is simple: all non-static members are affinitized to the
    /// UI thread.
    /// </remarks>
    internal partial class NavigationBarController : IDisposable
    {
        private readonly IThreadingContext _threadingContext;
        private readonly INavigationBarPresenter _presenter;
        private readonly ITextBuffer _subjectBuffer;
        private readonly ITextBufferVisibilityTracker? _visibilityTracker;
        private readonly IUIThreadOperationExecutor _uiThreadOperationExecutor;
        private readonly IAsynchronousOperationListener _asyncListener;
 
        private bool _disconnected = false;
 
        /// <summary>
        /// The last full information we have presented. If we end up wanting to present the same thing again, we can
        /// just skip doing that as the UI will already know about this.
        /// </summary>
        private (ImmutableArray<NavigationBarProjectItem> projectItems, NavigationBarProjectItem? selectedProjectItem, NavigationBarModel? model, NavigationBarSelectedTypeAndMember selectedInfo) _lastPresentedInfo;
 
        /// <summary>
        /// Source of events that should cause us to update the nav bar model with new information.
        /// </summary>
        private readonly ITaggerEventSource _eventSource;
 
        /// <summary>
        /// Callback to us when the visibility of our <see cref="_subjectBuffer"/> changes.
        /// </summary>
        private readonly Action _onVisibilityChanged;
 
        private readonly CancellationTokenSource _cancellationTokenSource = new();
 
        /// <summary>
        /// Queue to batch up work to do to compute the current model.  Used so we can batch up a lot of events and only
        /// compute the model once for every batch.  The <c>bool</c> type parameter isn't used, but is provided as this
        /// type is generic.
        /// </summary>
        private readonly AsyncBatchingWorkQueue<bool, NavigationBarModel?> _computeModelQueue;
 
        /// <summary>
        /// Queue to batch up work to do to determine the selected item.  Used so we can batch up a lot of events and
        /// only compute the selected item once for every batch.
        /// </summary>
        private readonly AsyncBatchingWorkQueue _selectItemQueue;
 
        /// <summary>
        /// Whether or not the navbar is paused.  We pause updates when documents become non-visible. See <see
        /// cref="_visibilityTracker"/>.
        /// </summary>
        private bool _paused = false;
 
        public NavigationBarController(
            IThreadingContext threadingContext,
            INavigationBarPresenter presenter,
            ITextBuffer subjectBuffer,
            ITextBufferVisibilityTracker? visibilityTracker,
            IUIThreadOperationExecutor uiThreadOperationExecutor,
            IAsynchronousOperationListener asyncListener)
        {
            _threadingContext = threadingContext;
            _presenter = presenter;
            _subjectBuffer = subjectBuffer;
            _visibilityTracker = visibilityTracker;
            _uiThreadOperationExecutor = uiThreadOperationExecutor;
            _asyncListener = asyncListener;
 
            _computeModelQueue = new AsyncBatchingWorkQueue<bool, NavigationBarModel?>(
                DelayTimeSpan.Short,
                ComputeModelAndSelectItemAsync,
                EqualityComparer<bool>.Default,
                asyncListener,
                _cancellationTokenSource.Token);
 
            _selectItemQueue = new AsyncBatchingWorkQueue(
                DelayTimeSpan.NearImmediate,
                SelectItemAsync,
                asyncListener,
                _cancellationTokenSource.Token);
 
            presenter.CaretMovedOrActiveViewChanged += OnCaretMovedOrActiveViewChanged;
 
            presenter.ItemSelected += OnItemSelected;
 
            // Use 'compilation available' as that may produce different results from the initial 'frozen partial'
            // snapshot we use.
            _eventSource = new CompilationAvailableTaggerEventSource(
                subjectBuffer,
                asyncListener,
                // Any time an edit happens, recompute as the nav bar items may have changed.
                TaggerEventSources.OnTextChanged(subjectBuffer),
                // Switching what is the active context may change the nav bar contents.
                TaggerEventSources.OnDocumentActiveContextChanged(subjectBuffer),
                // Many workspace changes may need us to change the items (like options changing, or project renaming).
                TaggerEventSources.OnWorkspaceChanged(subjectBuffer, asyncListener),
                // Once we hook this buffer up to the workspace, then we can start computing the nav bar items.
                TaggerEventSources.OnWorkspaceRegistrationChanged(subjectBuffer));
            _eventSource.Changed += OnEventSourceChanged;
 
            _onVisibilityChanged = () =>
            {
                threadingContext.ThrowIfNotOnUIThread();
 
                // any time visibility changes, resume tagging on all taggers.  Any non-visible taggers will pause
                // themselves immediately afterwards.
                Resume();
            };
 
            // Register to hear about visibility changes so we can pause/resume this tagger.
            _visibilityTracker?.RegisterForVisibilityChanges(subjectBuffer, _onVisibilityChanged);
 
            _eventSource.Connect();
 
            // Kick off initial work to populate the navbars
            StartModelUpdateAndSelectedItemUpdateTasks();
        }
 
        void IDisposable.Dispose()
        {
            _threadingContext.ThrowIfNotOnUIThread();
 
            _visibilityTracker?.UnregisterForVisibilityChanges(_subjectBuffer, _onVisibilityChanged);
 
            _presenter.CaretMovedOrActiveViewChanged -= OnCaretMovedOrActiveViewChanged;
 
            _presenter.ItemSelected -= OnItemSelected;
 
            _presenter.Disconnect();
 
            _eventSource.Changed -= OnEventSourceChanged;
            _eventSource.Disconnect();
 
            _disconnected = true;
 
            // Cancel off any remaining background work
            _cancellationTokenSource.Cancel();
        }
 
        private void Pause()
        {
            _threadingContext.ThrowIfNotOnUIThread();
            _paused = true;
            _eventSource.Pause();
        }
 
        private void Resume()
        {
            _threadingContext.ThrowIfNotOnUIThread();
            // if we're not actually paused, no need to do anything.
            if (_paused)
            {
                // Set us back to running, and kick off work to compute tags now that we're visible again.
                _paused = false;
                _eventSource.Resume();
                StartModelUpdateAndSelectedItemUpdateTasks();
            }
        }
 
        public TestAccessor GetTestAccessor() => new TestAccessor(this);
 
        private void OnEventSourceChanged(object? sender, TaggerEventArgs e)
        {
            StartModelUpdateAndSelectedItemUpdateTasks();
        }
 
        private void StartModelUpdateAndSelectedItemUpdateTasks()
        {
            // If we disconnected already, just disregard
            if (_disconnected)
                return;
 
            // 'true' value is unused.  this just signals to the queue that we have work to do.
            _computeModelQueue.AddWork(true);
        }
 
        private void OnCaretMovedOrActiveViewChanged(object? sender, EventArgs e)
        {
            _threadingContext.ThrowIfNotOnUIThread();
            StartSelectedItemUpdateTask();
        }
 
        private void GetProjectItems(out ImmutableArray<NavigationBarProjectItem> projectItems, out NavigationBarProjectItem? selectedProjectItem)
        {
            var documents = _subjectBuffer.CurrentSnapshot.GetRelatedDocumentsWithChanges();
            if (!documents.Any())
            {
                projectItems = ImmutableArray<NavigationBarProjectItem>.Empty;
                selectedProjectItem = null;
                return;
            }
 
            projectItems = documents.Select(d =>
                new NavigationBarProjectItem(
                    d.Project.Name,
                    d.Project.GetGlyph(),
                    workspace: d.Project.Solution.Workspace,
                    documentId: d.Id,
                    language: d.Project.Language)).OrderBy(projectItem => projectItem.Text).ToImmutableArray();
 
            var document = _subjectBuffer.AsTextContainer().GetOpenDocumentInCurrentContext();
            selectedProjectItem = document != null
                ? projectItems.FirstOrDefault(p => p.Text == document.Project.Name) ?? projectItems.First()
                : projectItems.First();
        }
 
        private void OnItemSelected(object? sender, NavigationBarItemSelectedEventArgs e)
        {
            _threadingContext.ThrowIfNotOnUIThread();
            var token = _asyncListener.BeginAsyncOperation(nameof(OnItemSelected));
            var task = OnItemSelectedAsync(e.Item);
            _ = task.CompletesAsyncOperation(token);
        }
 
        private async Task OnItemSelectedAsync(NavigationBarItem item)
        {
            _threadingContext.ThrowIfNotOnUIThread();
            using var waitContext = _uiThreadOperationExecutor.BeginExecute(
                EditorFeaturesResources.Navigation_Bars,
                EditorFeaturesResources.Refreshing_navigation_bars,
                allowCancellation: true,
                showProgress: false);
 
            try
            {
                await ProcessItemSelectionAsync(item, waitContext.UserCancellationToken).ConfigureAwait(false);
            }
            catch (OperationCanceledException)
            {
            }
            catch (Exception e) when (FatalError.ReportAndCatch(e, ErrorSeverity.Critical))
            {
            }
        }
 
        private async Task ProcessItemSelectionAsync(NavigationBarItem item, CancellationToken cancellationToken)
        {
            _threadingContext.ThrowIfNotOnUIThread();
 
            if (item is NavigationBarProjectItem projectItem)
            {
                projectItem.SwitchToContext();
            }
            else
            {
                // When navigating, just use the partial semantics workspace.  Navigation doesn't need the fully bound
                // compilations to be created, and it can save us a lot of costly time building skeleton assemblies.
                var textSnapshot = _subjectBuffer.CurrentSnapshot;
                var document = textSnapshot.AsText().GetDocumentWithFrozenPartialSemantics(cancellationToken);
                if (document != null)
                {
                    var navBarService = document.GetRequiredLanguageService<INavigationBarItemService>();
                    var view = _presenter.TryGetCurrentView();
 
                    // ConfigureAwait(true) as we have to come back to UI thread in order to kick of the refresh task
                    // below. Note that we only want to refresh if selecting the item had an effect (either navigating
                    // or generating).  If nothing happened to don't want to refresh.  This is important as some items
                    // exist in the type list that are only there to show a set a particular set of items in the member
                    // list.  So selecting such an item should only update the member list, and we do not want a refresh
                    // to wipe that out.
                    if (!await navBarService.TryNavigateToItemAsync(
                            document, item, view, textSnapshot.Version, cancellationToken).ConfigureAwait(true))
                    {
                        return;
                    }
                }
            }
 
            // Now that the edit has been done, refresh to make sure everything is up-to-date.
            StartModelUpdateAndSelectedItemUpdateTasks();
        }
 
        public readonly struct TestAccessor
        {
            private readonly NavigationBarController _navigationBarController;
 
            public TestAccessor(NavigationBarController navigationBarController)
            {
                _navigationBarController = navigationBarController;
            }
 
            public Task<NavigationBarModel?> GetModelAsync()
                => _navigationBarController._computeModelQueue.WaitUntilCurrentBatchCompletesAsync();
        }
    }
}