mirror of https://github.com/Cysharp/UniTask
Add ReturnToMainThread, ReturnToSynchronizationContext, ReturnToCurrentSynchronizationContext
parent
3001996298
commit
a9baa52309
|
@ -17,7 +17,31 @@ namespace Cysharp.Threading.Tasks
|
|||
/// </summary>
|
||||
public static SwitchToMainThreadAwaitable SwitchToMainThread()
|
||||
{
|
||||
return new SwitchToMainThreadAwaitable();
|
||||
return new SwitchToMainThreadAwaitable(PlayerLoopTiming.Update);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If running on mainthread, do nothing. Otherwise, same as UniTask.Yield(timing).
|
||||
/// </summary>
|
||||
public static SwitchToMainThreadAwaitable SwitchToMainThread(PlayerLoopTiming timing)
|
||||
{
|
||||
return new SwitchToMainThreadAwaitable(timing);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return to mainthread(same as await SwitchToMainThread) after using scope is closed.
|
||||
/// </summary>
|
||||
public static ReturnToMainThread ReturnToMainThread()
|
||||
{
|
||||
return new ReturnToMainThread(PlayerLoopTiming.Update);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return to mainthread(same as await SwitchToMainThread) after using scope is closed.
|
||||
/// </summary>
|
||||
public static ReturnToMainThread ReturnToMainThread(PlayerLoopTiming timing)
|
||||
{
|
||||
return new ReturnToMainThread(timing);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -27,15 +51,28 @@ namespace Cysharp.Threading.Tasks
|
|||
return new SwitchToThreadPoolAwaitable();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Note: use SwitchToThreadPool is recommended.
|
||||
/// </summary>
|
||||
public static SwitchToTaskPoolAwaitable SwitchToTaskPool()
|
||||
{
|
||||
return new SwitchToTaskPoolAwaitable();
|
||||
}
|
||||
|
||||
public static SwitchToSynchronizationContextAwaitable SwitchToSynchronizationContext(SynchronizationContext syncContext)
|
||||
public static SwitchToSynchronizationContextAwaitable SwitchToSynchronizationContext(SynchronizationContext synchronizationContext)
|
||||
{
|
||||
Error.ThrowArgumentNullException(syncContext, nameof(syncContext));
|
||||
return new SwitchToSynchronizationContextAwaitable(syncContext);
|
||||
Error.ThrowArgumentNullException(synchronizationContext, nameof(synchronizationContext));
|
||||
return new SwitchToSynchronizationContextAwaitable(synchronizationContext);
|
||||
}
|
||||
|
||||
public static ReturnToSynchronizationContext ReturnToSynchronizationContext(SynchronizationContext synchronizationContext)
|
||||
{
|
||||
return new ReturnToSynchronizationContext(synchronizationContext);
|
||||
}
|
||||
|
||||
public static ReturnToSynchronizationContext ReturnToCurrentSynchronizationContext()
|
||||
{
|
||||
return new ReturnToSynchronizationContext(SynchronizationContext.Current);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -43,10 +80,24 @@ namespace Cysharp.Threading.Tasks
|
|||
|
||||
public struct SwitchToMainThreadAwaitable
|
||||
{
|
||||
public Awaiter GetAwaiter() => new Awaiter();
|
||||
readonly PlayerLoopTiming playerLoopTiming;
|
||||
|
||||
public SwitchToMainThreadAwaitable(PlayerLoopTiming playerLoopTiming)
|
||||
{
|
||||
this.playerLoopTiming = playerLoopTiming;
|
||||
}
|
||||
|
||||
public Awaiter GetAwaiter() => new Awaiter(playerLoopTiming);
|
||||
|
||||
public struct Awaiter : ICriticalNotifyCompletion
|
||||
{
|
||||
readonly PlayerLoopTiming playerLoopTiming;
|
||||
|
||||
public Awaiter(PlayerLoopTiming playerLoopTiming)
|
||||
{
|
||||
this.playerLoopTiming = playerLoopTiming;
|
||||
}
|
||||
|
||||
public bool IsCompleted
|
||||
{
|
||||
get
|
||||
|
@ -67,12 +118,53 @@ namespace Cysharp.Threading.Tasks
|
|||
|
||||
public void OnCompleted(Action continuation)
|
||||
{
|
||||
PlayerLoopHelper.AddContinuation(PlayerLoopTiming.Update, continuation);
|
||||
PlayerLoopHelper.AddContinuation(playerLoopTiming, continuation);
|
||||
}
|
||||
|
||||
public void UnsafeOnCompleted(Action continuation)
|
||||
{
|
||||
PlayerLoopHelper.AddContinuation(PlayerLoopTiming.Update, continuation);
|
||||
PlayerLoopHelper.AddContinuation(playerLoopTiming, continuation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct ReturnToMainThread
|
||||
{
|
||||
readonly PlayerLoopTiming playerLoopTiming;
|
||||
|
||||
public ReturnToMainThread(PlayerLoopTiming playerLoopTiming)
|
||||
{
|
||||
this.playerLoopTiming = playerLoopTiming;
|
||||
}
|
||||
|
||||
public Awaiter DisposeAsync()
|
||||
{
|
||||
return new Awaiter(playerLoopTiming); // run immediate.
|
||||
}
|
||||
|
||||
public readonly struct Awaiter : ICriticalNotifyCompletion
|
||||
{
|
||||
readonly PlayerLoopTiming timing;
|
||||
|
||||
public Awaiter(PlayerLoopTiming timing)
|
||||
{
|
||||
this.timing = timing;
|
||||
}
|
||||
|
||||
public Awaiter GetAwaiter() => this;
|
||||
|
||||
public bool IsCompleted => PlayerLoopHelper.MainThreadId == System.Threading.Thread.CurrentThread.ManagedThreadId;
|
||||
|
||||
public void GetResult() { }
|
||||
|
||||
public void OnCompleted(Action continuation)
|
||||
{
|
||||
PlayerLoopHelper.AddContinuation(timing, continuation);
|
||||
}
|
||||
|
||||
public void UnsafeOnCompleted(Action continuation)
|
||||
{
|
||||
PlayerLoopHelper.AddContinuation(timing, continuation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -92,12 +184,16 @@ namespace Cysharp.Threading.Tasks
|
|||
|
||||
public void OnCompleted(Action continuation)
|
||||
{
|
||||
ThreadPool.UnsafeQueueUserWorkItem(switchToCallback, continuation);
|
||||
ThreadPool.QueueUserWorkItem(switchToCallback, continuation);
|
||||
}
|
||||
|
||||
public void UnsafeOnCompleted(Action continuation)
|
||||
{
|
||||
#if NETCOREAPP3_1
|
||||
ThreadPool.UnsafeQueueUserWorkItem(ThreadPoolWorkItem.Create(continuation), false);
|
||||
#else
|
||||
ThreadPool.UnsafeQueueUserWorkItem(switchToCallback, continuation);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void Callback(object state)
|
||||
|
@ -106,6 +202,47 @@ namespace Cysharp.Threading.Tasks
|
|||
continuation();
|
||||
}
|
||||
}
|
||||
|
||||
#if NETCOREAPP3_1
|
||||
|
||||
sealed class ThreadPoolWorkItem : IThreadPoolWorkItem, ITaskPoolNode<ThreadPoolWorkItem>
|
||||
{
|
||||
static TaskPool<ThreadPoolWorkItem> pool;
|
||||
public ThreadPoolWorkItem NextNode { get; set; }
|
||||
|
||||
static ThreadPoolWorkItem()
|
||||
{
|
||||
TaskPool.RegisterSizeGetter(typeof(ThreadPoolWorkItem), () => pool.Size);
|
||||
}
|
||||
|
||||
Action continuation;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ThreadPoolWorkItem Create(Action continuation)
|
||||
{
|
||||
if (!pool.TryPop(out var item))
|
||||
{
|
||||
item = new ThreadPoolWorkItem();
|
||||
}
|
||||
|
||||
item.continuation = continuation;
|
||||
return item;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Execute()
|
||||
{
|
||||
var call = continuation;
|
||||
continuation = null;
|
||||
if (call != null)
|
||||
{
|
||||
pool.TryPush(this);
|
||||
call.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
public struct SwitchToTaskPoolAwaitable
|
||||
|
@ -178,5 +315,19 @@ namespace Cysharp.Threading.Tasks
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct ReturnToSynchronizationContext
|
||||
{
|
||||
readonly SynchronizationContext syncContext;
|
||||
|
||||
public ReturnToSynchronizationContext(SynchronizationContext syncContext)
|
||||
{
|
||||
this.syncContext = syncContext;
|
||||
}
|
||||
|
||||
public SwitchToSynchronizationContextAwaitable DisposeAsync()
|
||||
{
|
||||
return UniTask.SwitchToSynchronizationContext(syncContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using Cysharp.Threading.Tasks;
|
||||
using System.Linq;
|
||||
using Cysharp.Threading.Tasks.Linq;
|
||||
using Cysharp.Threading.Tasks.Triggers;
|
||||
using System;
|
||||
|
@ -10,6 +11,7 @@ using System.Threading.Tasks;
|
|||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
using UnityEngine.LowLevel;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
@ -320,43 +322,132 @@ public class SandboxMain : MonoBehaviour
|
|||
//Debug.Log("AGAIN END MOVE");
|
||||
|
||||
|
||||
await UniTask.Yield();
|
||||
// DOTween.To(
|
||||
|
||||
var cts = new CancellationTokenSource();
|
||||
|
||||
//var tween = okButton.GetComponent<RectTransform>().DOLocalMoveX(100, 5.0f);
|
||||
|
||||
cancelButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
|
||||
|
||||
|
||||
|
||||
//// DOTween.To(
|
||||
|
||||
//var cts = new CancellationTokenSource();
|
||||
|
||||
////var tween = okButton.GetComponent<RectTransform>().DOLocalMoveX(100, 5.0f);
|
||||
|
||||
//cancelButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
|
||||
//{
|
||||
// cts.Cancel();
|
||||
//}).Forget();
|
||||
|
||||
|
||||
//// await tween.ToUniTask(TweenCancelBehaviour.KillAndCancelAwait, cts.Token);
|
||||
|
||||
////tween.SetRecyclable(true);
|
||||
|
||||
//Debug.Log("END");
|
||||
|
||||
//// tween.Play();
|
||||
|
||||
//// DOTween.
|
||||
|
||||
//// DOVirtual.Float(0, 1, 1, x => { }).ToUniTask();
|
||||
|
||||
|
||||
//await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate())
|
||||
//{
|
||||
// Debug.Log("Update() " + Time.frameCount);
|
||||
//}
|
||||
|
||||
|
||||
|
||||
//await okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).ForEachAsync(_ =>
|
||||
//{
|
||||
//});
|
||||
|
||||
|
||||
//okButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
|
||||
//{
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//}).Forget();
|
||||
|
||||
//CloseAsync(this.GetCancellationTokenOnDestroy()).Forget();
|
||||
|
||||
//okButton.onClick.AddListener(UniTask.UnityAction(async () => await UniTask.Yield()));
|
||||
|
||||
PlayerLoopInfo.Inject();
|
||||
|
||||
//UpdateUniTask().Forget();
|
||||
|
||||
//StartCoroutine(Coroutine());
|
||||
|
||||
//await UniTask.Delay(TimeSpan.FromSeconds(1));
|
||||
|
||||
|
||||
_ = ReturnToMainThreadTest();
|
||||
|
||||
//GameObject.Destroy(this.gameObject);
|
||||
|
||||
|
||||
SynchronizationContext.Current.Post(_ =>
|
||||
{
|
||||
cts.Cancel();
|
||||
}).Forget();
|
||||
//UnityEngine.Debug.Log("Post:" + PlayerLoopInfo.CurrentLoopType);
|
||||
}, null);
|
||||
}
|
||||
|
||||
|
||||
// await tween.ToUniTask(TweenCancelBehaviour.KillAndCancelAwait, cts.Token);
|
||||
|
||||
//tween.SetRecyclable(true);
|
||||
|
||||
Debug.Log("END");
|
||||
|
||||
// tween.Play();
|
||||
|
||||
// DOTween.
|
||||
|
||||
// DOVirtual.Float(0, 1, 1, x => { }).ToUniTask();
|
||||
|
||||
okButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
|
||||
async UniTaskVoid UpdateUniTask()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
await UniTask.Yield();
|
||||
UnityEngine.Debug.Log("UniTaskYield:" + PlayerLoopInfo.CurrentLoopType);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
async UniTaskVoid ReturnToMainThreadTest()
|
||||
{
|
||||
var d = UniTask.ReturnToCurrentSynchronizationContext();
|
||||
try
|
||||
{
|
||||
UnityEngine.Debug.Log("In MainThread?" + Thread.CurrentThread.ManagedThreadId);
|
||||
UnityEngine.Debug.Log("SyncContext is null?" + (SynchronizationContext.Current == null));
|
||||
await UniTask.SwitchToThreadPool();
|
||||
UnityEngine.Debug.Log("In ThreadPool?" + Thread.CurrentThread.ManagedThreadId);
|
||||
UnityEngine.Debug.Log("SyncContext is null?" + (SynchronizationContext.Current == null));
|
||||
}
|
||||
finally
|
||||
{
|
||||
await d.DisposeAsync();
|
||||
}
|
||||
|
||||
UnityEngine.Debug.Log("In ThreadPool?" + Thread.CurrentThread.ManagedThreadId);
|
||||
UnityEngine.Debug.Log("SyncContext is null2" + (SynchronizationContext.Current == null));
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// UnityEngine.Debug.Log("Update:" + PlayerLoopInfo.CurrentLoopType);
|
||||
}
|
||||
|
||||
}).Forget();
|
||||
|
||||
CloseAsync(this.GetCancellationTokenOnDestroy()).Forget();
|
||||
|
||||
okButton.onClick.AddListener(UniTask.UnityAction(async () => await UniTask.Yield()));
|
||||
IEnumerator Coroutine()
|
||||
{
|
||||
try
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return null;
|
||||
//UnityEngine.Debug.Log("Coroutine null:" + PlayerLoopInfo.CurrentLoopType);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
UnityEngine.Debug.Log("Coroutine Finally");
|
||||
}
|
||||
}
|
||||
|
||||
async UniTaskVoid CloseAsync(CancellationToken cancellationToken = default)
|
||||
|
@ -597,7 +688,7 @@ public class SandboxMain : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
public class ShowPlayerLoop
|
||||
public class PlayerLoopInfo
|
||||
{
|
||||
// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
static void Init()
|
||||
|
@ -628,4 +719,45 @@ public class ShowPlayerLoop
|
|||
|
||||
UnityEngine.Debug.Log(sb.ToString());
|
||||
}
|
||||
|
||||
public static Type CurrentLoopType { get; private set; }
|
||||
|
||||
public static void Inject()
|
||||
{
|
||||
var system = PlayerLoop.GetCurrentPlayerLoop();
|
||||
|
||||
for (int i = 0; i < system.subSystemList.Length; i++)
|
||||
{
|
||||
var loop = system.subSystemList[i].subSystemList.SelectMany(x =>
|
||||
{
|
||||
var t = typeof(WrapLoop<>).MakeGenericType(x.type);
|
||||
var instance = (ILoopRunner)Activator.CreateInstance(t, x.type);
|
||||
return new[] { new PlayerLoopSystem { type = t, updateDelegate = instance.Run }, x };
|
||||
}).ToArray();
|
||||
|
||||
system.subSystemList[i].subSystemList = loop;
|
||||
}
|
||||
|
||||
PlayerLoop.SetPlayerLoop(system);
|
||||
}
|
||||
|
||||
interface ILoopRunner
|
||||
{
|
||||
void Run();
|
||||
}
|
||||
|
||||
class WrapLoop<T> : ILoopRunner
|
||||
{
|
||||
readonly Type type;
|
||||
|
||||
public WrapLoop(Type type)
|
||||
{
|
||||
this.type = type;
|
||||
}
|
||||
|
||||
public void Run()
|
||||
{
|
||||
CurrentLoopType = type;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue