using Quartz;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Utility.Entity
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{
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public class JobInfoEntity
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{
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/// <summary>
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/// 任务组名
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/// </summary>
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public string GroupName { get; set; }
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/// <summary>
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/// 任务信息
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/// </summary>
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public List<JobInfo> JobInfoList { get; set; } = new List<JobInfo>();
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}
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public class JobInfo
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{
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/// <summary>
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/// 任务名称
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/// </summary>
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public string Name { get; set; }
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/// <summary>
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/// 任务组名
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/// </summary>
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public string GroupName { get; set; }
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/// <summary>
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/// 下次执行时间
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/// </summary>
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public DateTime? NextFireTime { get; set; }
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/// <summary>
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/// 上次执行时间
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/// </summary>
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public DateTime? PreviousFireTime { get; set; }
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/// <summary>
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/// 开始时间
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/// </summary>
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public DateTime BeginTime { get; set; }
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/// <summary>
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/// 结束时间
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/// </summary>
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public DateTime? EndTime { get; set; }
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/// <summary>
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/// 上次执行的异常信息
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/// </summary>
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public string LastErrMsg { get; set; }
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/// <summary>
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/// 任务状态
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/// </summary>
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public TriggerState TriggerState { get; set; }
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/// <summary>
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/// 描述
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/// </summary>
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public string Description { get; set; }
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/// <summary>
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/// 显示状态
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/// </summary>
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public string DisplayState
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{
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get
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{
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var state = string.Empty;
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switch (TriggerState)
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{
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case TriggerState.Normal:
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state = "正常";
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break;
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case TriggerState.Paused:
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state = "暂停";
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break;
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case TriggerState.Complete:
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state = "完成";
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break;
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case TriggerState.Error:
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state = "异常";
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break;
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case TriggerState.Blocked:
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state = "阻塞";
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break;
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case TriggerState.None:
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state = "不存在";
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break;
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default:
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state = "未知";
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break;
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}
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return state;
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}
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}
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/// <summary>
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/// 时间间隔
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/// </summary>
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public string Interval { get; set; }
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/// <summary>
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/// 触发地址
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/// </summary>
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public string TriggerAddress { get; set; }
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public string RequestType { get; set; }
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/// <summary>
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/// 已经执行的次数
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/// </summary>
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public long RunNumber { get; set; }
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public long JobType { get; set; }
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}
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}
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