C# Quartzs定時(shí)器的使用教程
前言
首先想到倒計(jì)時(shí),定時(shí)任務(wù)。大家想到的肯定就是定時(shí)器。那么定時(shí)器在web和winfrom程序中有著很大的作用。那在服務(wù)器端有沒(méi)有像定時(shí)器一樣的存在呢。
有了這些需求,我找到了第三方的組件 Quartz.Net 來(lái)實(shí)現(xiàn)(源碼位置)
實(shí)現(xiàn)步驟
(1)第一步,通過(guò)NuGet下載Quartz.Net組件并且引用到當(dāng)前工程中
(2)創(chuàng)建兩個(gè)類(lèi),一個(gè)是操作類(lèi),一個(gè)類(lèi)繼承IJob 并且需要實(shí)現(xiàn)IJob的方法。?
/// <summary> /// 操作類(lèi) /// </summary> public class Operation : BaseBusiness<Auction> { #region 實(shí)例化 public Operation() { _options = new Options(); } internal IOptions _options { get; } #endregion public static IScheduler scheduler; public static ISchedulerFactory factory; /// <summary> /// 獲取cron表達(dá)式 /// </summary> /// <param name="time">時(shí)間</param> /// <returns></returns> public string GetCron(DateTime? time) { var txt = Convert.ToDateTime(time).ToString("yyyy-MM-dd-HH-mm-ss"); var arr = txt.Split('-'); var result = string.Format("{0} {1} {2} {3} {4} ? {5}", arr[5], arr[4], arr[3], arr[2], arr[1], arr[0]); return result; } /// <summary> /// 刪除job /// </summary> /// <param name="Id">拍賣(mài)數(shù)據(jù)對(duì)象主鍵</param> /// <param name="GroupName">job的組名</param> public void RemoveJob(string Id, string MarkGoodsId, string GroupName) { //var jobKey = new JobKey(GroupName + Id + MId + "j", GroupName); var job = new JobKey(GroupName + Id + MarkGoodsId + "j", GroupName); scheduler.DeleteJob(job); } //清楚所有定時(shí)任務(wù) public void ClearJob() { if (scheduler != null) { scheduler.Clear(); } } }
public class SetAuctionings : Operation, IJob { public async Task Execute(IJobExecutionContext context) { await Task.Run(() => { DateTime freeTime = context.JobDetail.JobDataMap.GetDateTime("FreeTime"); var now = DateTime.Now; //記錄兩個(gè)時(shí)間的差 var days = freeTime.Subtract(now).Days; var hours = freeTime.Subtract(now).Hours; var minutes = freeTime.Subtract(now).Minutes; var seconds = freeTime.Subtract(now).Seconds; var result = days + "天" + hours + "時(shí)" + minutes + "分" + seconds + "秒"; //推送倒計(jì)時(shí) PushHelper.AuctionCountDown(markId, days, hours, minutes, seconds); //getTriggerState }); } /// <summary> /// 設(shè)置定時(shí)任務(wù) /// </summary> /// <param name="Id">標(biāo)的ID</param> public void AddQz(DateTime BeginTime, DateTime FreeTime) { var GroupName = _options.GetPKById<Options_AuctionState>("1316283839361847296").ToString(); factory = new StdSchedulerFactory(); scheduler = factory.GetScheduler().Result; var jobKey = new JobKey(GroupName + Id + MId + "j", GroupName); var GjobDetail = scheduler.GetJobDetail(jobKey); if (GjobDetail != null) { //刪除任務(wù) scheduler.DeleteJob(jobKey); } //設(shè)置Job StatefulJob var job = JobBuilder.Create<SetAuctionings>() .WithIdentity(GroupName + Id + MId + "j", GroupName) .Build(); job.JobDataMap.Put("FreeTime", FreeTime); //【方法1】 設(shè)置每秒執(zhí)行 ITrigger trigger = TriggerBuilder.Create() .WithIdentity(GroupName + Id + MId + "t", GroupName) .WithSimpleSchedule(x => x.WithIntervalInSeconds(1) .RepeatForever()) .StartAt(new DateTimeOffset(BeginTime)) .EndAt(new DateTimeOffset(FreeTime)) .Build(); //【方法2】 //var ExecSs = "0/1 * * * * ?"; //ITrigger trigger = TriggerBuilder.Create() // .WithIdentity(GroupName + Id + MeetingPlace + "t", GroupName) // .WithCronSchedule(ExecSs) // .StartAt(new DateTimeOffset(BeginTime)) // .EndAt(new DateTimeOffset(FreeTime)) // .Build(); scheduler.ScheduleJob(job, trigger); } }
以上是一個(gè)簡(jiǎn)單的封裝,可以根據(jù)這個(gè)倒計(jì)時(shí)的推送。增加一些封裝 如:暫停,恢復(fù),結(jié)束,更新等。
調(diào)用的話(huà)只需要簡(jiǎn)單的實(shí)例化一下進(jìn)行調(diào)用。
然后我在大概說(shuō)下其他封裝的思路和代碼片段;
延時(shí)倒計(jì)時(shí):
根據(jù)傳過(guò)來(lái)的參數(shù)時(shí)間進(jìn)行一個(gè)修改,刪除之前的任務(wù)重新開(kāi)始一個(gè)任務(wù);
/// <summary> /// 【拍賣(mài)延時(shí)】修改倒計(jì)時(shí)任務(wù) /// </summary> /// <param name="Id"></param> /// <param name="MeetingPlace"></param> /// <param name="FreeTime"></param> public void UpdateQz(String Id, string Mid, DateTime FreeTime, DateTime LimitTime) { //scheduler = factory.GetScheduler().Result; //if (scheduler == null) // return; //拍賣(mài)進(jìn)行中 var GroupName = _options.GetPKById<Options_AuctionState>("1316283839361847296").ToString(); var jobKey = new JobKey(GroupName + Id + Mid + "j", GroupName); var GjobDetail = scheduler.GetJobDetail(jobKey); if (GjobDetail.Result == null) return; var triggerKey = new TriggerKey(GroupName + Id + Mid + "t", GroupName); var triggerr = scheduler.GetTrigger(triggerKey); var triggerBuilder = triggerr.Result.GetTriggerBuilder(); //修改結(jié)束時(shí)間 WithCronSchedule(ExecSs). ITrigger newTrigger = triggerBuilder.EndAt(new DateTimeOffset(FreeTime)).Build(); var job = GjobDetail.Result; job.JobDataMap.Put("AuctionId", Id); job.JobDataMap.Put("MarkId", Mid); job.JobDataMap.Put("FreeTime", FreeTime); job.JobDataMap.Put("LimitTime", LimitTime); //刪除任務(wù) scheduler.DeleteJob(jobKey); scheduler.ScheduleJob(job, newTrigger); //修改最終結(jié)束的定時(shí)任務(wù); SetAuctioneds setAuctioneds = new SetAuctioneds(); setAuctioneds.SetEndQz(Id, FreeTime, Mid); }
倒計(jì)時(shí)暫停:
調(diào)用組件的PauseTrigger方法可以進(jìn)行暫停; /// <summary> /// 倒計(jì)時(shí)暫停 /// </summary> public AjaxResult StopQz(string Id, string MId) { try { //方法1 //拍賣(mài)進(jìn)行中 var GroupName = _options.GetPKById<Options_AuctionState>("1316283839361847296").ToString(); var mark = Service.GetIQueryable<MarkGoods>().FirstOrDefault(x => x.Id == MId); if (mark == null) return Error("找不到標(biāo)的!"); //獲取實(shí)際結(jié)束時(shí)間。 var subEndTime = mark.EndTime.Value; //計(jì)算暫停后剩余的時(shí)間 = audEndTime(結(jié)束時(shí)間) - 當(dāng)前時(shí)間 var nowEndTime = DateTime.Now; var DifferTime = subEndTime.Subtract(nowEndTime); //追加 剩余時(shí)間 和 當(dāng)前結(jié)束時(shí)間; mark.SurplusTime = DifferTime.ToString(); //mark.EndTime = nowEndTime; //GroupName + Id + MId + "t", GroupName var TriKey = new TriggerKey(GroupName + Id + MId + "t", GroupName); var Result = scheduler.GetTriggerState(TriKey).Result; if (Result == TriggerState.None) { return Error("失敗:不存在此任務(wù)!"); } if (Result == TriggerState.Paused)//暫停 { return Success("失敗:該任務(wù)已暫停!"); } else { scheduler.PauseTrigger(TriKey); mark.AucTimeStatus = 2; Service.UpdateAny<MarkGoods>(mark, new List<string> { "SurplusTime", "AucTimeStatus" }); return Success("成功:任務(wù)已暫停"); } //方法2 //var mark = Service.GetIQueryable<MarkGoods>().FirstOrDefault(x => x.Id == MId); //if (mark == null) // return; ////獲取實(shí)際結(jié)束時(shí)間。 //var subEndTime = mark.EndTime.Value; ////計(jì)算暫停后剩余的時(shí)間 = audEndTime(結(jié)束時(shí)間) - 當(dāng)前時(shí)間 //var nowEndTime = DateTime.Now; //var DifferTime = subEndTime.Subtract(nowEndTime); ////追加 剩余時(shí)間 和 當(dāng)前結(jié)束時(shí)間; //mark.SurplusTime = DifferTime.ToString(); ////mark.EndTime = nowEndTime; //Service.UpdateAny<MarkGoods>(mark, new List<string> { "SurplusTime" }); ////拍賣(mài)進(jìn)行中 //var GroupName = _options.GetPKById<Options_AuctionState>("1316283839361847296").ToString(); ////關(guān)閉該定時(shí)器 //RemoveJob(mark.AuctionId, mark.Id, GroupName); } catch (Exception) { throw; } }
倒計(jì)時(shí)恢復(fù):
俗話(huà)說(shuō)得好破鏡難圓,潑出去的水很難收回來(lái)?;謴?fù)也是這個(gè)道理,比如:倒計(jì)時(shí)走到了7暫停,那么恢復(fù)的時(shí)候如何從7繼續(xù)呢。這里就牽扯到了時(shí)間戳并且存入數(shù)據(jù)庫(kù)的介入了。
/// <summary> /// 恢復(fù)倒計(jì)時(shí) /// </summary> public AjaxResult ReturnQz(string Id, string MId) { try { var mark = Service.GetIQueryable<MarkGoods>().FirstOrDefault(x => x.Id == MId); if (mark == null) return Error(); //獲取實(shí)際結(jié)束時(shí)間。 if (mark.SurplusTime.IsNullOrEmpty()) { return Error(); } TimeSpan.TryParse(mark.SurplusTime, out TimeSpan surplusTime); //方法1 //拍賣(mài)進(jìn)行中 //拍賣(mài)進(jìn)行中 var GroupName = _options.GetPKById<Options_AuctionState>("1316283839361847296").ToString(); var TriKey = new TriggerKey(GroupName + Id + MId + "t", GroupName); var Result = scheduler.GetTriggerState(TriKey).Result; if (Result == TriggerState.None) { return Error("失?。翰淮嬖诖巳蝿?wù)!"); } if (Result == TriggerState.Normal)//暫停 { return Error("失?。喝蝿?wù)正在進(jìn)行,無(wú)需恢復(fù)!"); } else { //結(jié)束時(shí)間 = 當(dāng)前時(shí)間 + 剩余時(shí)間 var endTime = DateTime.Now.Add(surplusTime); //獲取限時(shí)競(jìng)價(jià)時(shí)間 var LimitTime = endTime.AddHours(-mark.LimitHH.Value).AddMinutes(-mark.LimitMM.Value).AddSeconds(-mark.LimitSS.Value); //修改倒計(jì)時(shí)任務(wù); UpdateQz(mark.AuctionId, mark.Id, endTime, LimitTime); //追加 剩余時(shí)間 和 當(dāng)前結(jié)束時(shí)間; mark.SurplusTime = ""; mark.EndTime = endTime; var C1 = endTime.Subtract(DateTime.Now); var C2 = endTime.Subtract(LimitTime); if (C1 > C2) mark.AucTimeStatus = 0; else mark.AucTimeStatus = 1; Service.UpdateAny<MarkGoods>(mark, new List<string> { "SurplusTime", "EndTime", "AucTimeStatus" }); return Success(); } //方法2 //var mark = Service.GetIQueryable<MarkGoods>().FirstOrDefault(x => x.Id == MId); //if (mark == null) // return; ////獲取實(shí)際結(jié)束時(shí)間。 //if (mark.SurplusTime.IsNullOrEmpty()) //{ // return; //} //TimeSpan.TryParse(mark.SurplusTime, out TimeSpan surplusTime); //TimeSpan a = new TimeSpan(1, 1, 1); ////結(jié)束時(shí)間 = 當(dāng)前時(shí)間 + 剩余時(shí)間 //var endTime = DateTime.Now.Add(surplusTime); ////獲取限時(shí)競(jìng)價(jià)時(shí)間 //var LimitTime = endTime.AddHours(-mark.LimitHH.Value).AddMinutes(-mark.LimitMM.Value).AddSeconds(-mark.LimitSS.Value); ////新增倒計(jì)時(shí)任務(wù); //AddQz(mark.AuctionId, mark.Id, DateTime.Now, endTime, LimitTime); ////追加 剩余時(shí)間 和 當(dāng)前結(jié)束時(shí)間; //mark.SurplusTime = ""; //mark.EndTime = endTime; //Service.UpdateAny<MarkGoods>(mark, new List<string> { "SurplusTime", "EndTime" }); } catch (Exception ex) { throw; } }
以上代碼均是提供思路,使用時(shí)需要進(jìn)行代碼簡(jiǎn)單改動(dòng)。?
以上就是C# Quartzs定時(shí)器的使用教程的詳細(xì)內(nèi)容,更多關(guān)于C# Quartzs定時(shí)器的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
C# 函數(shù)覆蓋總結(jié)學(xué)習(xí)(推薦)
下面小編就為大家?guī)?lái)一篇C# 函數(shù)覆蓋總結(jié)學(xué)習(xí)(推薦)。小編覺(jué)得挺不錯(cuò)的,現(xiàn)在就分享給大家,也給大家做個(gè)參考。一起跟隨小編過(guò)來(lái)看看吧2016-05-05利用C#實(shí)現(xiàn)最基本的小說(shuō)爬蟲(chóng)示例代碼
最近在學(xué)習(xí)c#,碰巧遇到個(gè)小說(shuō)站不錯(cuò),就索性當(dāng)個(gè)練習(xí),所以這篇文章主要給大家介紹了關(guān)于利用C#實(shí)現(xiàn)最基本的小說(shuō)爬蟲(chóng)的相關(guān)資料,文中給出了詳細(xì)的示例代碼供大家參考學(xué)習(xí),需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧。2017-10-10C#影院售票系統(tǒng)畢業(yè)設(shè)計(jì)(4)
這篇文章主要介紹了C#影院售票系統(tǒng)畢業(yè)設(shè)計(jì),學(xué)習(xí)內(nèi)容是總結(jié)銷(xiāo)售信息的保存以及加載銷(xiāo)售信息,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2015-11-11Unity3D UI Text得分?jǐn)?shù)字增加的實(shí)例代碼
這篇文章主要介紹了Unity3D UI Text得分?jǐn)?shù)字增加方式,具有很好的參考價(jià)值,希望對(duì)大家有所幫助。一起跟隨小編過(guò)來(lái)看看吧2021-04-04Silverlight將圖片轉(zhuǎn)換為byte的實(shí)現(xiàn)代碼
這篇文章主要介紹了Silverlight將圖片轉(zhuǎn)換為byte的實(shí)現(xiàn)代碼,需要的朋友可以參考下2015-11-11Unity3D基于陀螺儀實(shí)現(xiàn)VR相機(jī)功能
這篇文章主要為大家詳細(xì)介紹了Unity3D基于陀螺儀實(shí)現(xiàn)VR相機(jī)功能,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2020-04-04C#生成單頁(yè)靜態(tài)頁(yè)簡(jiǎn)單實(shí)例
這篇文章主要介紹了C#生成單頁(yè)靜態(tài)頁(yè)簡(jiǎn)單實(shí)例,是一個(gè)非常實(shí)用的技巧,需要的朋友可以參考下2014-10-10