mirror of https://github.com/Cysharp/UniTask
Add UniTask.WaitForEndOfFrame(MonoBehaviour), Obsolete no args.
parent
5c668717d8
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@ -86,8 +86,8 @@ async UniTask<string> DemoAsync()
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await UniTask.Yield();
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await UniTask.Yield();
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await UniTask.NextFrame();
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await UniTask.NextFrame();
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// replacement of WaitForEndOfFrame(same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate))
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// replacement of WaitForEndOfFrame(requires MonoBehaviour(CoroutineRunner))
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await UniTask.WaitForEndOfFrame();
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await UniTask.WaitForEndOfFrame(this); // this is MonoBehaviour
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// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
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// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
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await UniTask.WaitForFixedUpdate();
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await UniTask.WaitForFixedUpdate();
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@ -496,9 +496,9 @@ public enum PlayerLoopTiming
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It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.
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It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.
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`PlayerLoopTiming.Update` is similar to `yield return null` in a coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar to `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar to `WaitForEndOfFrame` in coroutine.
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`PlayerLoopTiming.Update` is similar to `yield return null` in a coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar to `WaitForFixedUpdate`.
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> `await UniTask.WaitForEndOfFrame()` is not equivalent to coroutine's `yield return new WaitForEndOfFrame()`. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(`ScreenCapture.CaptureScreenshotAsTexture`, `CommandBuffer`, etc) do not work correctly when replaced with async/await. In these cases, use a coroutine instead.
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> `PlayerLoopTiming.LastPostLateUpdate` is not equivalent to coroutine's `yield return new WaitForEndOfFrame()`. Coroutine's WaitForEndOfFrame seems to run after the PlayerLoop is done. Some methods that require coroutine's end of frame(`Texture2D.ReadPixels`, `ScreenCapture.CaptureScreenshotAsTexture`, `CommandBuffer`, etc) do not work correctly when replaced with async/await. In these cases, pass MonoBehaviour(coroutine runnner) to `UniTask.WaitForEndOfFrame`. For example, `await UniTask.WaitForEndOfFrame(this);` is lightweight allocation free alternative of `yield return new WaitForEndOfFrame()`.
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`yield return null` and `UniTask.Yield` are similar but different. `yield return null` always returns next frame but `UniTask.Yield` returns next called. That is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` guarantees return next frame, you can expect this to behave exactly the same as `yield return null`.
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`yield return null` and `UniTask.Yield` are similar but different. `yield return null` always returns next frame but `UniTask.Yield` returns next called. That is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` guarantees return next frame, you can expect this to behave exactly the same as `yield return null`.
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@ -2,6 +2,7 @@
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using Cysharp.Threading.Tasks.Internal;
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using Cysharp.Threading.Tasks.Internal;
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using System;
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using System;
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using System.Collections;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using System.Threading;
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using UnityEngine;
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using UnityEngine;
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@ -74,23 +75,24 @@ namespace Cysharp.Threading.Tasks
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return new UniTask(NextFramePromise.Create(timing, cancellationToken, out var token), token);
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return new UniTask(NextFramePromise.Create(timing, cancellationToken, out var token), token);
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}
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}
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[Obsolete("Use WaitForEndOfFrame(MonoBehaviour) instead or UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate). Equivalent for coroutine's WaitForEndOfFrame requires MonoBehaviour(runner of Coroutine).")]
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/// <summary>
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/// Same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate).
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/// </summary>
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public static YieldAwaitable WaitForEndOfFrame()
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public static YieldAwaitable WaitForEndOfFrame()
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{
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{
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return UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate);
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return UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate);
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}
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}
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/// <summary>
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[Obsolete("Use WaitForEndOfFrame(MonoBehaviour) instead or UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate). Equivalent for coroutine's WaitForEndOfFrame requires MonoBehaviour(runner of Coroutine).")]
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/// Same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate, cancellationToken).
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/// </summary>
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public static UniTask WaitForEndOfFrame(CancellationToken cancellationToken)
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public static UniTask WaitForEndOfFrame(CancellationToken cancellationToken)
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{
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{
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return UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate, cancellationToken);
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return UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate, cancellationToken);
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}
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}
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public static UniTask WaitForEndOfFrame(MonoBehaviour coroutineRunner, CancellationToken cancellationToken = default)
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{
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var source = WaitForEndOfFramePromise.Create(coroutineRunner, cancellationToken, out var token);
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return new UniTask(source, token);
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}
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/// <summary>
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/// <summary>
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/// Same as UniTask.Yield(PlayerLoopTiming.FixedUpdate).
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/// Same as UniTask.Yield(PlayerLoopTiming.FixedUpdate).
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/// </summary>
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/// </summary>
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@ -352,6 +354,113 @@ namespace Cysharp.Threading.Tasks
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}
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}
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}
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}
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sealed class WaitForEndOfFramePromise : IUniTaskSource, ITaskPoolNode<WaitForEndOfFramePromise>, System.Collections.IEnumerator
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{
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static TaskPool<WaitForEndOfFramePromise> pool;
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WaitForEndOfFramePromise nextNode;
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public ref WaitForEndOfFramePromise NextNode => ref nextNode;
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static WaitForEndOfFramePromise()
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{
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TaskPool.RegisterSizeGetter(typeof(WaitForEndOfFramePromise), () => pool.Size);
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}
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CancellationToken cancellationToken;
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UniTaskCompletionSourceCore<object> core;
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WaitForEndOfFramePromise()
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{
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}
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public static IUniTaskSource Create(MonoBehaviour coroutineRunner, CancellationToken cancellationToken, out short token)
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{
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if (cancellationToken.IsCancellationRequested)
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{
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return AutoResetUniTaskCompletionSource.CreateFromCanceled(cancellationToken, out token);
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}
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if (!pool.TryPop(out var result))
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{
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result = new WaitForEndOfFramePromise();
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}
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result.cancellationToken = cancellationToken;
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TaskTracker.TrackActiveTask(result, 3);
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coroutineRunner.StartCoroutine(result);
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token = result.core.Version;
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return result;
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}
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public void GetResult(short token)
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{
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try
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{
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core.GetResult(token);
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}
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finally
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{
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TryReturn();
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}
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}
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public UniTaskStatus GetStatus(short token)
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{
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return core.GetStatus(token);
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}
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public UniTaskStatus UnsafeGetStatus()
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{
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return core.UnsafeGetStatus();
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}
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public void OnCompleted(Action<object> continuation, object state, short token)
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{
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core.OnCompleted(continuation, state, token);
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}
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bool TryReturn()
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{
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TaskTracker.RemoveTracking(this);
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core.Reset();
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Reset(); // Reset Enumerator
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cancellationToken = default;
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return pool.TryPush(this);
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}
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// Coroutine Runner implementation
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static readonly WaitForEndOfFrame waitForEndOfFrameYieldInstruction = new WaitForEndOfFrame();
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bool isFirst = true;
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object IEnumerator.Current => waitForEndOfFrameYieldInstruction;
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bool IEnumerator.MoveNext()
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{
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if (isFirst)
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{
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isFirst = false;
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return true; // start WaitForEndOfFrame
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}
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if (cancellationToken.IsCancellationRequested)
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{
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core.TrySetCanceled(cancellationToken);
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return false;
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}
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core.TrySetResult(null);
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return false;
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}
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public void Reset()
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{
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isFirst = true;
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}
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}
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sealed class DelayFramePromise : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode<DelayFramePromise>
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sealed class DelayFramePromise : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode<DelayFramePromise>
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{
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{
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static TaskPool<DelayFramePromise> pool;
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static TaskPool<DelayFramePromise> pool;
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@ -555,6 +555,7 @@ public class SandboxMain : MonoBehaviour
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async UniTaskVoid Start()
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async UniTaskVoid Start()
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{
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{
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// UniTask.Delay(TimeSpan.FromSeconds(1)).TimeoutWithoutException
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// UniTask.Delay(TimeSpan.FromSeconds(1)).TimeoutWithoutException
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@ -565,58 +566,32 @@ public class SandboxMain : MonoBehaviour
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var cancelToken = new CancellationTokenSource();
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cancelButton.onClick.AddListener(()=>
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{
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cancelToken.Cancel(); // cancel from button click.
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});
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var timeoutToken = new CancellationTokenSource();
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timeoutToken.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.
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try
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{
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// combine token
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var linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancelToken.Token, timeoutToken.Token);
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await UnityWebRequest.Get("http://foo").SendWebRequest().WithCancellation(linkedTokenSource.Token);
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}
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catch (OperationCanceledException ex)
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{
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if (timeoutToken.IsCancellationRequested)
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{
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UnityEngine.Debug.Log("Timeout.");
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}
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else if (cancelToken.IsCancellationRequested)
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{
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UnityEngine.Debug.Log("Cancel clicked.");
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}
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_ = ex;
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}
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// TestAsync(cts.Token).Forget();
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// TestAsync(cts.Token).Forget();
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okButton.onClick.AddListener(UniTask.UnityAction(async () =>
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okButton.onClick.AddListener(UniTask.UnityAction(async () =>
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{
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{
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// try timeout
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await UniTask.WaitForEndOfFrame(this);
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try
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var texture = new Texture2D(Screen.width, Screen.height);
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{
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texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
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//await UniTask.Delay(TimeSpan.FromSeconds(2), cancellationToken: timeoutController.Timeout(TimeSpan.FromSeconds(3)));
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texture.Apply();
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UnityEngine.Debug.Log("Delay Complete, Reset(and reuse).");
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//timeoutController.Reset();
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}
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catch (OperationCanceledException ex)
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{
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//UnityEngine.Debug.Log("Timeout! FromTimeout?:" + timeoutController.IsTimeout());
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_ = ex;
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}
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await UniTask.Yield();
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var jpg = texture.EncodeToJPG();
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File.WriteAllBytes("testscreencapture.jpg", jpg);
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Debug.Log("ok?");
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//var texture = ScreenCapture.CaptureScreenshotAsTexture();
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//if (texture == null)
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//{
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// Debug.Log("fail");
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//}
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//else
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//{
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// var jpg = texture.EncodeToJPG();
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// File.WriteAllBytes("testscreencapture.jpg", jpg);
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// Debug.Log("ok?");
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//}
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}));
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}));
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cancelButton.onClick.AddListener(UniTask.UnityAction(async () =>
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cancelButton.onClick.AddListener(UniTask.UnityAction(async () =>
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