235 lines
8.9 KiB
C#
235 lines
8.9 KiB
C#
/*
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* QUANTCONNECT.COM - Democratizing Finance, Empowering Individuals.
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* Lean Algorithmic Trading Engine v2.0. Copyright 2014 QuantConnect Corporation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using QuantConnect.Data;
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using System.Collections;
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using System.Collections.Generic;
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using QuantConnect.Data.UniverseSelection;
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namespace QuantConnect.Lean.Engine.DataFeeds.Enumerators
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{
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/// <summary>
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/// Provides an implementation of <see cref="IEnumerator{BaseDataCollection}"/>
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/// that aggregates an underlying <see cref="IEnumerator{BaseData}"/> into a single
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/// data packet
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/// </summary>
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public class BaseDataCollectionAggregatorEnumerator : IEnumerator<BaseDataCollection>
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{
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private bool _endOfStream;
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private bool _needsMoveNext;
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private bool _liveMode;
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private readonly Symbol _symbol;
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private readonly IEnumerator<BaseData> _enumerator;
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/// <summary>
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/// Initializes a new instance of the <see cref="BaseDataCollectionAggregatorEnumerator"/> class
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/// This will aggregate instances emitted from the underlying enumerator and tag them with the
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/// specified symbol
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/// </summary>
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/// <param name="enumerator">The underlying enumerator to aggregate</param>
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/// <param name="symbol">The symbol to place on the aggregated collection</param>
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/// <param name="liveMode">True if running in live mode</param>
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public BaseDataCollectionAggregatorEnumerator(IEnumerator<BaseData> enumerator, Symbol symbol, bool liveMode = false)
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{
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_symbol = symbol;
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_enumerator = enumerator;
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_liveMode = liveMode;
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_needsMoveNext = true;
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}
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/// <summary>
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/// Advances the enumerator to the next element of the collection.
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/// </summary>
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/// <returns>
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/// true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection.
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/// </returns>
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/// <exception cref="T:System.InvalidOperationException">The collection was modified after the enumerator was created. </exception><filterpriority>2</filterpriority>
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public bool MoveNext()
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{
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if (_endOfStream)
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{
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return false;
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}
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BaseDataCollection collection = null;
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while (true)
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{
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if (_needsMoveNext)
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{
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// move next if we dequeued the last item last time we were invoked
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if (!_enumerator.MoveNext())
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{
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_endOfStream = true;
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if (!IsValid(collection))
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{
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// we don't emit
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collection = null;
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}
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break;
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}
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}
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if (_enumerator.Current == null)
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{
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// the underlying returned null, stop here and start again on the next call
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_needsMoveNext = true;
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break;
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}
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if (collection == null)
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{
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// we have new data, set the collection's symbol/times
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var current = _enumerator.Current;
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collection = CreateCollection(_symbol, current.Time, current.EndTime);
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}
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if (collection.EndTime != _enumerator.Current.EndTime)
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{
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// the data from the underlying is at a different time, stop here
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_needsMoveNext = false;
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if (IsValid(collection))
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{
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// we emit
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break;
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}
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// we try again
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collection = null;
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continue;
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}
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// this data belongs in this collection, keep going until null or bad time
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Add(collection, _enumerator.Current);
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_needsMoveNext = true;
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}
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Current = collection;
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return _liveMode || collection != null;
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}
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/// <summary>
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/// Sets the enumerator to its initial position, which is before the first element in the collection.
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/// </summary>
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/// <exception cref="T:System.InvalidOperationException">The collection was modified after the enumerator was created. </exception><filterpriority>2</filterpriority>
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public void Reset()
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{
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_enumerator.Reset();
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}
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/// <summary>
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/// Gets the element in the collection at the current position of the enumerator.
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/// </summary>
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/// <returns>
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/// The element in the collection at the current position of the enumerator.
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/// </returns>
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public BaseDataCollection Current
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{
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get; private set;
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}
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/// <summary>
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/// Gets the current element in the collection.
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/// </summary>
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/// <returns>
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/// The current element in the collection.
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/// </returns>
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/// <filterpriority>2</filterpriority>
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object IEnumerator.Current
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{
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get { return Current; }
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}
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/// <summary>
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/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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/// </summary>
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/// <filterpriority>2</filterpriority>
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public void Dispose()
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{
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_enumerator.Dispose();
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}
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/// <summary>
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/// Creates a new, empty <see cref="BaseDataCollection"/>.
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/// </summary>
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/// <param name="symbol">The base data collection symbol</param>
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/// <param name="time">The start time of the collection</param>
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/// <param name="endTime">The end time of the collection</param>
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/// <returns>A new, empty <see cref="BaseDataCollection"/></returns>
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private BaseDataCollection CreateCollection(Symbol symbol, DateTime time, DateTime endTime)
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{
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return new BaseDataCollection
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{
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Symbol = symbol,
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Time = time,
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EndTime = endTime
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};
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}
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/// <summary>
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/// Adds the specified instance of <see cref="BaseData"/> to the current collection
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/// </summary>
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/// <param name="collection">The collection to be added to</param>
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/// <param name="current">The data to be added</param>
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private void Add(BaseDataCollection collection, BaseData current)
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{
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var baseDataCollection = current as BaseDataCollection;
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if (_symbol.HasUnderlying && _symbol.Underlying == current.Symbol)
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{
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// if the underlying has been aggregated, even if it shouldn't need to be, let's handle it nicely
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if (baseDataCollection != null)
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{
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collection.Underlying = baseDataCollection.Data[0];
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}
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else
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{
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collection.Underlying = current;
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}
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}
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else
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{
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if (baseDataCollection != null)
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{
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// datapoint is already aggregated, let's see if it's a single point or a collection we can use already
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if(baseDataCollection.Data.Count > 1)
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{
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collection.Data = baseDataCollection.Data;
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}
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else
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{
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collection.Data.Add(baseDataCollection.Data[0]);
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}
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// Let's keep the underlying in case it's already there
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collection.Underlying ??= baseDataCollection.Underlying;
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}
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else
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{
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collection.Data.Add(current);
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}
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}
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}
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/// <summary>
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/// Determines if a given data point is valid and can be emitted
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/// </summary>
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/// <param name="collection">The collection to be emitted</param>
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/// <returns>True if its a valid data point</returns>
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private static bool IsValid(BaseDataCollection collection)
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{
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return collection != null && collection.Data?.Count > 0;
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}
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}
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}
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