| File: ExponentialRetry.cs | Web Access |
| Project: src\arcade\src\Common\Microsoft.Arcade.Common\Microsoft.Arcade.Common.csproj (Microsoft.Arcade.Common) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. using System; using System.Diagnostics; using System.Threading; using System.Threading.Tasks; namespace Microsoft.Arcade.Common { public class ExponentialRetry : IRetryHandler { private Random _random = new Random(); public int MaxAttempts { get; set; } = 10; /// <summary> /// Base, in seconds, raised to the power of the number of retries so far. /// </summary> public double DelayBase { get; set; } = 6; /// <summary> /// A constant, in seconds, added to (base^retries) to find the delay before retrying. /// /// The default is -1 to make the first retry instant, because ((base^0)-1) == 0. /// </summary> public double DelayConstant { get; set; } = -1; public double MinRandomFactor { get; set; } = 0.5; public double MaxRandomFactor { get; set; } = 1.0; public CancellationToken DefaultCancellationToken { get; set; } = CancellationToken.None; public Task<bool> RunAsync(Func<int, Task<bool>> actionSuccessfulAsync) { return RunAsync(actionSuccessfulAsync, DefaultCancellationToken); } public async Task<bool> RunAsync( Func<int, Task<bool>> actionSuccessfulAsync, CancellationToken cancellationToken) { for (int i = 0; i < MaxAttempts; i++) { string attempt = $"Attempt {i + 1}/{MaxAttempts}"; Trace.TraceInformation(attempt); if (await actionSuccessfulAsync(i)) { return true; } double randomFactor = _random.NextDouble() * (MaxRandomFactor - MinRandomFactor) + MinRandomFactor; TimeSpan delay = TimeSpan.FromSeconds( (Math.Pow(DelayBase, i) + DelayConstant) * randomFactor); Trace.TraceInformation($"{attempt} failed. Waiting {delay} before next try."); try { await Task.Delay(delay, cancellationToken); } catch (TaskCanceledException) { break; } } return false; } } }