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use std::fmt::{Debug, Formatter};
use std::io;
use std::sync::{Arc, RwLock};
use std::thread::panicking;
#[cfg(not(target_arch = "wasm32"))]
use std::time::Instant;
use crate::draw_target::{
visual_line_count, DrawState, DrawStateWrapper, LineAdjust, ProgressDrawTarget, VisualLines,
};
use crate::progress_bar::ProgressBar;
#[cfg(target_arch = "wasm32")]
use instant::Instant;
/// Manages multiple progress bars from different threads
#[derive(Debug, Clone)]
pub struct MultiProgress {
pub(crate) state: Arc<RwLock<MultiState>>,
}
impl Default for MultiProgress {
fn default() -> Self {
Self::with_draw_target(ProgressDrawTarget::stderr())
}
}
impl MultiProgress {
/// Creates a new multi progress object.
///
/// Progress bars added to this object by default draw directly to stderr, and refresh
/// a maximum of 15 times a second. To change the refresh rate [set] the [draw target] to
/// one with a different refresh rate.
///
/// [set]: MultiProgress::set_draw_target
/// [draw target]: ProgressDrawTarget
pub fn new() -> Self {
Self::default()
}
/// Creates a new multi progress object with the given draw target.
pub fn with_draw_target(draw_target: ProgressDrawTarget) -> Self {
Self {
state: Arc::new(RwLock::new(MultiState::new(draw_target))),
}
}
/// Sets a different draw target for the multiprogress bar.
///
/// Use [`MultiProgress::with_draw_target`] to set the draw target during creation.
pub fn set_draw_target(&self, target: ProgressDrawTarget) {
let mut state = self.state.write().unwrap();
state.draw_target.disconnect(Instant::now());
state.draw_target = target;
}
/// Set whether we should try to move the cursor when possible instead of clearing lines.
///
/// This can reduce flickering, but do not enable it if you intend to change the number of
/// progress bars.
pub fn set_move_cursor(&self, move_cursor: bool) {
self.state.write().unwrap().move_cursor = move_cursor;
}
/// Set alignment flag
pub fn set_alignment(&self, alignment: MultiProgressAlignment) {
self.state.write().unwrap().alignment = alignment;
}
/// Adds a progress bar.
///
/// The progress bar added will have the draw target changed to a
/// remote draw target that is intercepted by the multi progress
/// object overriding custom [`ProgressDrawTarget`] settings.
///
/// The progress bar will be positioned below all other bars currently
/// in the [`MultiProgress`].
///
/// Adding a progress bar that is already a member of the [`MultiProgress`]
/// will have no effect.
pub fn add(&self, pb: ProgressBar) -> ProgressBar {
self.internalize(InsertLocation::End, pb)
}
/// Inserts a progress bar.
///
/// The progress bar inserted at position `index` will have the draw
/// target changed to a remote draw target that is intercepted by the
/// multi progress object overriding custom [`ProgressDrawTarget`] settings.
///
/// If `index >= MultiProgressState::objects.len()`, the progress bar
/// is added to the end of the list.
///
/// Inserting a progress bar that is already a member of the [`MultiProgress`]
/// will have no effect.
pub fn insert(&self, index: usize, pb: ProgressBar) -> ProgressBar {
self.internalize(InsertLocation::Index(index), pb)
}
/// Inserts a progress bar from the back.
///
/// The progress bar inserted at position `MultiProgressState::objects.len() - index`
/// will have the draw target changed to a remote draw target that is
/// intercepted by the multi progress object overriding custom
/// [`ProgressDrawTarget`] settings.
///
/// If `index >= MultiProgressState::objects.len()`, the progress bar
/// is added to the start of the list.
///
/// Inserting a progress bar that is already a member of the [`MultiProgress`]
/// will have no effect.
pub fn insert_from_back(&self, index: usize, pb: ProgressBar) -> ProgressBar {
self.internalize(InsertLocation::IndexFromBack(index), pb)
}
/// Inserts a progress bar before an existing one.
///
/// The progress bar added will have the draw target changed to a
/// remote draw target that is intercepted by the multi progress
/// object overriding custom [`ProgressDrawTarget`] settings.
///
/// Inserting a progress bar that is already a member of the [`MultiProgress`]
/// will have no effect.
pub fn insert_before(&self, before: &ProgressBar, pb: ProgressBar) -> ProgressBar {
self.internalize(InsertLocation::Before(before.index().unwrap()), pb)
}
/// Inserts a progress bar after an existing one.
///
/// The progress bar added will have the draw target changed to a
/// remote draw target that is intercepted by the multi progress
/// object overriding custom [`ProgressDrawTarget`] settings.
///
/// Inserting a progress bar that is already a member of the [`MultiProgress`]
/// will have no effect.
pub fn insert_after(&self, after: &ProgressBar, pb: ProgressBar) -> ProgressBar {
self.internalize(InsertLocation::After(after.index().unwrap()), pb)
}
/// Removes a progress bar.
///
/// The progress bar is removed only if it was previously inserted or added
/// by the methods [`MultiProgress::insert`] or [`MultiProgress::add`].
/// If the passed progress bar does not satisfy the condition above,
/// the `remove` method does nothing.
pub fn remove(&self, pb: &ProgressBar) {
let mut state = pb.state();
let idx = match &state.draw_target.remote() {
Some((state, idx)) => {
// Check that this progress bar is owned by the current MultiProgress.
assert!(Arc::ptr_eq(&self.state, state));
*idx
}
_ => return,
};
state.draw_target = ProgressDrawTarget::hidden();
self.state.write().unwrap().remove_idx(idx);
}
fn internalize(&self, location: InsertLocation, pb: ProgressBar) -> ProgressBar {
let mut state = self.state.write().unwrap();
let idx = state.insert(location);
drop(state);
pb.set_draw_target(ProgressDrawTarget::new_remote(self.state.clone(), idx));
pb
}
/// Print a log line above all progress bars in the [`MultiProgress`]
///
/// If the draw target is hidden (e.g. when standard output is not a terminal), `println()`
/// will not do anything.
pub fn println<I: AsRef<str>>(&self, msg: I) -> io::Result<()> {
let mut state = self.state.write().unwrap();
state.println(msg, Instant::now())
}
/// Hide all progress bars temporarily, execute `f`, then redraw the [`MultiProgress`]
///
/// Executes 'f' even if the draw target is hidden.
///
/// Useful for external code that writes to the standard output.
///
/// **Note:** The internal lock is held while `f` is executed. Other threads trying to print
/// anything on the progress bar will be blocked until `f` finishes.
/// Therefore, it is recommended to avoid long-running operations in `f`.
pub fn suspend<F: FnOnce() -> R, R>(&self, f: F) -> R {
let mut state = self.state.write().unwrap();
state.suspend(f, Instant::now())
}
pub fn clear(&self) -> io::Result<()> {
self.state.write().unwrap().clear(Instant::now())
}
pub fn is_hidden(&self) -> bool {
self.state.read().unwrap().is_hidden()
}
}
#[derive(Debug)]
pub(crate) struct MultiState {
/// The collection of states corresponding to progress bars
members: Vec<MultiStateMember>,
/// Set of removed bars, should have corresponding members in the `members` vector with a
/// `draw_state` of `None`.
free_set: Vec<usize>,
/// Indices to the `draw_states` to maintain correct visual order
ordering: Vec<usize>,
/// Target for draw operation for MultiProgress
draw_target: ProgressDrawTarget,
/// Whether or not to just move cursor instead of clearing lines
move_cursor: bool,
/// Controls how the multi progress is aligned if some of its progress bars get removed, default is `Top`
alignment: MultiProgressAlignment,
/// Lines to be drawn above everything else in the MultiProgress. These specifically come from
/// calling `ProgressBar::println` on a pb that is connected to a `MultiProgress`.
orphan_lines: Vec<String>,
/// The count of currently visible zombie lines.
zombie_lines_count: VisualLines,
}
impl MultiState {
fn new(draw_target: ProgressDrawTarget) -> Self {
Self {
members: vec![],
free_set: vec![],
ordering: vec![],
draw_target,
move_cursor: false,
alignment: MultiProgressAlignment::default(),
orphan_lines: Vec::new(),
zombie_lines_count: VisualLines::default(),
}
}
pub(crate) fn mark_zombie(&mut self, index: usize) {
let width = self.width().map(usize::from);
let member = &mut self.members[index];
// If the zombie is the first visual bar then we can reap it right now instead of
// deferring it to the next draw.
if index != self.ordering.first().copied().unwrap() {
member.is_zombie = true;
return;
}
let line_count = member
.draw_state
.as_ref()
.zip(width)
.map(|(d, width)| d.visual_line_count(.., width))
.unwrap_or_default();
// Track the total number of zombie lines on the screen
self.zombie_lines_count = self.zombie_lines_count.saturating_add(line_count);
// Make `DrawTarget` forget about the zombie lines so that they aren't cleared on next draw.
self.draw_target
.adjust_last_line_count(LineAdjust::Keep(line_count));
self.remove_idx(index);
}
pub(crate) fn draw(
&mut self,
mut force_draw: bool,
extra_lines: Option<Vec<String>>,
now: Instant,
) -> io::Result<()> {
if panicking() {
return Ok(());
}
let width = match self.width() {
Some(width) => width as usize,
None => return Ok(()),
};
// Assumption: if extra_lines is not None, then it has at least one line
debug_assert_eq!(
extra_lines.is_some(),
extra_lines.as_ref().map(Vec::len).unwrap_or_default() > 0
);
let mut reap_indices = vec![];
// Reap all consecutive 'zombie' progress bars from head of the list.
let mut adjust = VisualLines::default();
for &index in &self.ordering {
let member = &self.members[index];
if !member.is_zombie {
break;
}
let line_count = member
.draw_state
.as_ref()
.map(|d| d.visual_line_count(.., width))
.unwrap_or_default();
// Track the total number of zombie lines on the screen.
self.zombie_lines_count += line_count;
// Track the number of zombie lines that will be drawn by this call to draw.
adjust += line_count;
reap_indices.push(index);
}
// If this draw is due to a `println`, then we need to erase all the zombie lines.
// This is because `println` is supposed to appear above all other elements in the
// `MultiProgress`.
if extra_lines.is_some() {
self.draw_target
.adjust_last_line_count(LineAdjust::Clear(self.zombie_lines_count));
self.zombie_lines_count = VisualLines::default();
}
let orphan_visual_line_count = visual_line_count(&self.orphan_lines, width);
force_draw |= orphan_visual_line_count > VisualLines::default();
let mut drawable = match self.draw_target.drawable(force_draw, now) {
Some(drawable) => drawable,
None => return Ok(()),
};
let mut draw_state = drawable.state();
draw_state.orphan_lines_count = self.orphan_lines.len();
draw_state.alignment = self.alignment;
if let Some(extra_lines) = &extra_lines {
draw_state.lines.extend_from_slice(extra_lines.as_slice());
draw_state.orphan_lines_count += extra_lines.len();
}
// Add lines from `ProgressBar::println` call.
draw_state.lines.append(&mut self.orphan_lines);
for index in &self.ordering {
let member = &self.members[*index];
if let Some(state) = &member.draw_state {
draw_state.lines.extend_from_slice(&state.lines[..]);
}
}
drop(draw_state);
let drawable = drawable.draw();
for index in reap_indices {
self.remove_idx(index);
}
// The zombie lines were drawn for the last time, so make `DrawTarget` forget about them
// so they aren't cleared on next draw.
if extra_lines.is_none() {
self.draw_target
.adjust_last_line_count(LineAdjust::Keep(adjust));
}
drawable
}
pub(crate) fn println<I: AsRef<str>>(&mut self, msg: I, now: Instant) -> io::Result<()> {
let msg = msg.as_ref();
// If msg is "", make sure a line is still printed
let lines: Vec<String> = match msg.is_empty() {
false => msg.lines().map(Into::into).collect(),
true => vec![String::new()],
};
self.draw(true, Some(lines), now)
}
pub(crate) fn draw_state(&mut self, idx: usize) -> DrawStateWrapper<'_> {
let member = self.members.get_mut(idx).unwrap();
// alignment is handled by the `MultiProgress`'s underlying draw target, so there is no
// point in propagating it here.
let state = member.draw_state.get_or_insert(DrawState {
move_cursor: self.move_cursor,
..Default::default()
});
DrawStateWrapper::for_multi(state, &mut self.orphan_lines)
}
pub(crate) fn is_hidden(&self) -> bool {
self.draw_target.is_hidden()
}
pub(crate) fn suspend<F: FnOnce() -> R, R>(&mut self, f: F, now: Instant) -> R {
self.clear(now).unwrap();
let ret = f();
self.draw(true, None, Instant::now()).unwrap();
ret
}
pub(crate) fn width(&self) -> Option<u16> {
self.draw_target.width()
}
fn insert(&mut self, location: InsertLocation) -> usize {
let idx = if let Some(idx) = self.free_set.pop() {
self.members[idx] = MultiStateMember::default();
idx
} else {
self.members.push(MultiStateMember::default());
self.members.len() - 1
};
match location {
InsertLocation::End => self.ordering.push(idx),
InsertLocation::Index(pos) => {
let pos = Ord::min(pos, self.ordering.len());
self.ordering.insert(pos, idx);
}
InsertLocation::IndexFromBack(pos) => {
let pos = self.ordering.len().saturating_sub(pos);
self.ordering.insert(pos, idx);
}
InsertLocation::After(after_idx) => {
let pos = self.ordering.iter().position(|i| *i == after_idx).unwrap();
self.ordering.insert(pos + 1, idx);
}
InsertLocation::Before(before_idx) => {
let pos = self.ordering.iter().position(|i| *i == before_idx).unwrap();
self.ordering.insert(pos, idx);
}
}
assert_eq!(
self.len(),
self.ordering.len(),
"Draw state is inconsistent"
);
idx
}
fn clear(&mut self, now: Instant) -> io::Result<()> {
match self.draw_target.drawable(true, now) {
Some(mut drawable) => {
// Make the clear operation also wipe out zombie lines
drawable.adjust_last_line_count(LineAdjust::Clear(self.zombie_lines_count));
self.zombie_lines_count = VisualLines::default();
drawable.clear()
}
None => Ok(()),
}
}
fn remove_idx(&mut self, idx: usize) {
if self.free_set.contains(&idx) {
return;
}
self.members[idx] = MultiStateMember::default();
self.free_set.push(idx);
self.ordering.retain(|&x| x != idx);
assert_eq!(
self.len(),
self.ordering.len(),
"Draw state is inconsistent"
);
}
fn len(&self) -> usize {
self.members.len() - self.free_set.len()
}
}
#[derive(Default)]
struct MultiStateMember {
/// Draw state will be `None` for members that haven't been drawn before, or for entries that
/// correspond to something in the free set.
draw_state: Option<DrawState>,
/// Whether the corresponding progress bar (more precisely, `BarState`) has been dropped.
is_zombie: bool,
}
impl Debug for MultiStateMember {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
f.debug_struct("MultiStateElement")
.field("draw_state", &self.draw_state)
.field("is_zombie", &self.is_zombie)
.finish_non_exhaustive()
}
}
/// Vertical alignment of a multi progress.
///
/// The alignment controls how the multi progress is aligned if some of its progress bars get removed.
/// E.g. [`Top`](MultiProgressAlignment::Top) alignment (default), when _progress bar 2_ is removed:
/// ```ignore
/// [0/100] progress bar 1 [0/100] progress bar 1
/// [0/100] progress bar 2 => [0/100] progress bar 3
/// [0/100] progress bar 3
/// ```
///
/// [`Bottom`](MultiProgressAlignment::Bottom) alignment
/// ```ignore
/// [0/100] progress bar 1
/// [0/100] progress bar 2 => [0/100] progress bar 1
/// [0/100] progress bar 3 [0/100] progress bar 3
/// ```
#[derive(Debug, Copy, Clone)]
pub enum MultiProgressAlignment {
Top,
Bottom,
}
impl Default for MultiProgressAlignment {
fn default() -> Self {
Self::Top
}
}
enum InsertLocation {
End,
Index(usize),
IndexFromBack(usize),
After(usize),
Before(usize),
}
#[cfg(test)]
mod tests {
use crate::{MultiProgress, ProgressBar, ProgressDrawTarget};
#[test]
fn late_pb_drop() {
let pb = ProgressBar::new(10);
let mpb = MultiProgress::new();
// This clone call is required to trigger a now fixed bug.
// See <https://github.com/console-rs/indicatif/pull/141> for context
#[allow(clippy::redundant_clone)]
mpb.add(pb.clone());
}
#[test]
fn progress_bar_sync_send() {
let _: Box<dyn Sync> = Box::new(ProgressBar::new(1));
let _: Box<dyn Send> = Box::new(ProgressBar::new(1));
let _: Box<dyn Sync> = Box::new(MultiProgress::new());
let _: Box<dyn Send> = Box::new(MultiProgress::new());
}
#[test]
fn multi_progress_hidden() {
let mpb = MultiProgress::with_draw_target(ProgressDrawTarget::hidden());
let pb = mpb.add(ProgressBar::new(123));
pb.finish();
}
#[test]
fn multi_progress_modifications() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
let p2 = mp.add(ProgressBar::new(1));
let p3 = mp.add(ProgressBar::new(1));
mp.remove(&p2);
mp.remove(&p1);
let p4 = mp.insert(1, ProgressBar::new(1));
let state = mp.state.read().unwrap();
// the removed place for p1 is reused
assert_eq!(state.members.len(), 4);
assert_eq!(state.len(), 3);
// free_set may contain 1 or 2
match state.free_set.last() {
Some(1) => {
assert_eq!(state.ordering, vec![0, 2, 3]);
assert!(state.members[1].draw_state.is_none());
assert_eq!(p4.index().unwrap(), 2);
}
Some(2) => {
assert_eq!(state.ordering, vec![0, 1, 3]);
assert!(state.members[2].draw_state.is_none());
assert_eq!(p4.index().unwrap(), 1);
}
_ => unreachable!(),
}
assert_eq!(p0.index().unwrap(), 0);
assert_eq!(p1.index(), None);
assert_eq!(p2.index(), None);
assert_eq!(p3.index().unwrap(), 3);
}
#[test]
fn multi_progress_insert_from_back() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
let p2 = mp.add(ProgressBar::new(1));
let p3 = mp.insert_from_back(1, ProgressBar::new(1));
let p4 = mp.insert_from_back(10, ProgressBar::new(1));
let state = mp.state.read().unwrap();
assert_eq!(state.ordering, vec![4, 0, 1, 3, 2]);
assert_eq!(p0.index().unwrap(), 0);
assert_eq!(p1.index().unwrap(), 1);
assert_eq!(p2.index().unwrap(), 2);
assert_eq!(p3.index().unwrap(), 3);
assert_eq!(p4.index().unwrap(), 4);
}
#[test]
fn multi_progress_insert_after() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
let p2 = mp.add(ProgressBar::new(1));
let p3 = mp.insert_after(&p2, ProgressBar::new(1));
let p4 = mp.insert_after(&p0, ProgressBar::new(1));
let state = mp.state.read().unwrap();
assert_eq!(state.ordering, vec![0, 4, 1, 2, 3]);
assert_eq!(p0.index().unwrap(), 0);
assert_eq!(p1.index().unwrap(), 1);
assert_eq!(p2.index().unwrap(), 2);
assert_eq!(p3.index().unwrap(), 3);
assert_eq!(p4.index().unwrap(), 4);
}
#[test]
fn multi_progress_insert_before() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
let p2 = mp.add(ProgressBar::new(1));
let p3 = mp.insert_before(&p0, ProgressBar::new(1));
let p4 = mp.insert_before(&p2, ProgressBar::new(1));
let state = mp.state.read().unwrap();
assert_eq!(state.ordering, vec![3, 0, 1, 4, 2]);
assert_eq!(p0.index().unwrap(), 0);
assert_eq!(p1.index().unwrap(), 1);
assert_eq!(p2.index().unwrap(), 2);
assert_eq!(p3.index().unwrap(), 3);
assert_eq!(p4.index().unwrap(), 4);
}
#[test]
fn multi_progress_insert_before_and_after() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
let p2 = mp.add(ProgressBar::new(1));
let p3 = mp.insert_before(&p0, ProgressBar::new(1));
let p4 = mp.insert_after(&p3, ProgressBar::new(1));
let p5 = mp.insert_after(&p3, ProgressBar::new(1));
let p6 = mp.insert_before(&p1, ProgressBar::new(1));
let state = mp.state.read().unwrap();
assert_eq!(state.ordering, vec![3, 5, 4, 0, 6, 1, 2]);
assert_eq!(p0.index().unwrap(), 0);
assert_eq!(p1.index().unwrap(), 1);
assert_eq!(p2.index().unwrap(), 2);
assert_eq!(p3.index().unwrap(), 3);
assert_eq!(p4.index().unwrap(), 4);
assert_eq!(p5.index().unwrap(), 5);
assert_eq!(p6.index().unwrap(), 6);
}
#[test]
fn multi_progress_multiple_remove() {
let mp = MultiProgress::new();
let p0 = mp.add(ProgressBar::new(1));
let p1 = mp.add(ProgressBar::new(1));
// double remove beyond the first one have no effect
mp.remove(&p0);
mp.remove(&p0);
mp.remove(&p0);
let state = mp.state.read().unwrap();
// the removed place for p1 is reused
assert_eq!(state.members.len(), 2);
assert_eq!(state.free_set.len(), 1);
assert_eq!(state.len(), 1);
assert!(state.members[0].draw_state.is_none());
assert_eq!(state.free_set.last(), Some(&0));
assert_eq!(state.ordering, vec![1]);
assert_eq!(p0.index(), None);
assert_eq!(p1.index().unwrap(), 1);
}
#[test]
fn mp_no_crash_double_add() {
let mp = MultiProgress::new();
let pb = mp.add(ProgressBar::new(10));
mp.add(pb);
}
}