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mfgames-nitride-cil/src/MfGames.Nitride/Pipelines
D. Moonfire 9e93eb6ce6 refactor!: fixed missed namespaces
- reformatted code and cleaned up references
2023-01-14 18:19:42 -06:00
..
IPipeline.cs refactor!: fixed missed namespaces 2023-01-14 18:19:42 -06:00
PipelineBase.cs refactor!: fixed missed namespaces 2023-01-14 18:19:42 -06:00
PipelineManager.cs refactor!: fixed missed namespaces 2023-01-14 18:19:42 -06:00
PipelineRunner.cs refactor!: fixed missed namespaces 2023-01-14 18:19:42 -06:00
PipelineRunnerState.cs refactor: renaming namespaces 2022-09-06 00:53:22 -05:00
README.md refactor!: fixed missed namespaces 2023-01-14 18:19:42 -06:00

Pipelines

A pipeline is a set of operations that take an input of entities, performs various operations and transformations on them, and then returns a resulting list of entities which may or may not be the original ones. For pipelines that read files from the disk, the input may be empty. The output from the final pipelines may never be used.

A simple pipeline may:

  1. Load all the Markdown files to a disk.
  2. Convert the files into HTML.
  3. Write them out to a different location.

A pipeline implements the IPipeline interface or extends the convenience class Pipeline.

using MfGames.Nitride.Pipelines;

public class LoadFilesPipeline : Pipeline {}

Dependencies

Pipelines can be chained from another pipeline or from multiple pipelines. This chaining may be for organization purposes or the output from one pipeline may end up being fed into multiple pipelines. A pipeline may have 0-n pipelines it depends on.

var loadPipeline = new Pipeline();
var htmlPipeline = new Pipeline().AddDependency(loadPipeline);
var geminiPipeline = new GeminiPipeline(loadPipeline);

public class GeminiPipeline : Pipeline
{
    public GeminiPipeline(Pipeline loadPipeline)
    {
        this.AddDependency(loadPipeline);
    }
}

Since Nitride is built around dependency injection, the constructor is the place where the dependencies are typically set up.

ContainerBuilder builder;

builder.RegisterInstance<LoadPipeline>().AsSelf();
builder.RegisterInstance<GeminiPipline>().AsSelf();

IContainer container = builder;

var loadPipeline = new Pipeline();
var geminiPipeline = container.Resolve<GeminiPipeline>();

public class GeminiPipeline : Pipeline
{
    public GeminiPipeline(LoadPipeline loadPipeline)
    {
        this.AddDependency(loadPipeline);
    }
}

With the dependencies, pipelines are assumed to be directional, acyclic graph (DAG). This means that there are no circular dependencies and the code can determine the "entry" pipelines that will feed into the others until the processes are complete.

The DAG is also used to determine what is rebuilt during development. Only pipelines affected (including dependencies) by a change will be re-run to keep the process running as quickly as possible.

Processing

The primary purpose of the pipeline is to process the entites. This method is rather simple:

public async Task<IEnumerable<Entity>> RunAsync(
    IEnumerable<Entity> entities)
{
    return entities;
}

(For purposes of this document, async is added to all the methods even if the example would be better suited without it and using Task.FromResult() instead.)

Identifying Source Pipeline

Because of how entities are passed around, a pipeline that depends on two other ones may have the same entity in both streams. Without any alteration, this will result in duplicate entities with no ability to determine which entity came from which pipeline.

To mark an entity as being processed by a pipeline, a simple component can be added as needed using the AddComponents extension method on the collection to add the pipeline or some other indicator.

public class ExamplePipeline : Pipeline
{
    public async Task<IEnumerable<Entity>> RunAsync(IEnumerable<Entity> entities)
    {
        return entities
            .AddComponents(this);
    }
}

With the entity identified with the pipeline as a component, special processing can be easily used. In addition, the MergeEntities can be used to pull entities of the same identifier together.

public class Pipeline1 : Pipeline
{
    public async Task<IEnumerable<Entity>> RunAsync(IEnumerable<Entity> entities)
    {
        return LoadFileEntities();
    }
}

public class Pipeline2 : Pipeline
{
    public Pipeline2(Pipeline1 pipeline)
    {
        this.AddDependency(pipeline);
    }

    public async Task<IEnumerable<Entity>> RunAsync(IEnumerable<Entity> entities)
    {
        return entities
            .AddComponents(this);
    }
}

public class Pipeline3 : Pipeline
{
    public Pipeline3(Pipeline1 pipeline)
    {
        this.AddDependency(pipeline);
    }

    public async Task<IEnumerable<Entity>> RunAsync(IEnumerable<Entity> entities)
    {
        return entities
            .AddComponents(this);
    }
}

public class Pipeline4 : Pipeline
{
    public Pipeline4(Pipeline2 pipeline2, Pipeline3 pipeline3)
    {
        this.AddDependency(pipeline2);
        this.AddDependency(pipeline3);
    }

    public async Task<IEnumerable<Entity>> RunAsync(IEnumerable<Entity> entities)
    {
        return entities
            .ForComponents<Pipeline2>((entity, pipeline2) => ...)
            .ForComponents<Pipeline3>((entity, pipeline3) => ...)
            .MergeComponents<Pipeline2, Pipeline3>(
                (entity1, entity2) => entity1.Merge(entity2));
    }
}

Concurrency

Pipelines will run in multiple threads, but will wait on their dependencies. This means two pipelines with separate inputs will run at the same time, but a pipeline that depends on one or more other pipelines will wait until their dependencies have finished running before starting.

Inside a pipeline, the code determines what operations are done concurrently. Using PLINQ or various await methods can be used in this case. However, even if a pipeline is synchronized, the process is always treated as async and will be awaited.

Inspiration

The concept of a pipeline has been inspired by both Statiq and also work done on CobblestoneJS (the gather, prepare, and process approach).