mirror of https://github.com/Cysharp/UniTask
Add CancellationToken.WaitUntilCanceled
parent
a52c26102b
commit
ea9e61c2e1
10
README.md
10
README.md
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@ -378,15 +378,7 @@ ECS, PlayerLoop
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TODO:
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```csharp
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// Setup Entities Loop.
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var loop = PlayerLoop.GetDefaultPlayerLoop();
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foreach (var world in Unity.Entities.World.All)
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{
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ScriptBehaviourUpdateOrder.UpdatePlayerLoop(world, loop);
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loop = PlayerLoop.GetCurrentPlayerLoop();
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}
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// UniTask PlayerLoop Initialize.
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var loop = PlayerLoop.GetCurrentPlayerLoop();
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PlayerLoopHelper.Initialize(ref loop);
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```
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@ -0,0 +1,51 @@
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using Cysharp.Threading.Tasks;
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using FluentAssertions;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Channels;
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using Cysharp.Threading.Tasks.Linq;
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using System.Threading.Tasks;
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using Xunit;
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namespace NetCoreTests
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{
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public class CancellationTokenTest
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{
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[Fact]
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public async Task WaitUntilCanceled()
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{
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var cts = new CancellationTokenSource();
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cts.CancelAfter(TimeSpan.FromSeconds(1.5));
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var now = DateTime.UtcNow;
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await cts.Token.WaitUntilCanceled();
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var elapsed = DateTime.UtcNow - now;
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elapsed.Should().BeGreaterThan(TimeSpan.FromSeconds(1));
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}
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[Fact]
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public void AlreadyCanceled()
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{
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var cts = new CancellationTokenSource();
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cts.Cancel();
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cts.Token.WaitUntilCanceled().GetAwaiter().IsCompleted.Should().BeTrue();
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}
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[Fact]
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public void None()
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{
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CancellationToken.None.WaitUntilCanceled().GetAwaiter().IsCompleted.Should().BeTrue();
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}
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}
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}
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@ -1,6 +1,7 @@
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
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using System;
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using System.Runtime.CompilerServices;
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using System.Threading;
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namespace Cysharp.Threading.Tasks
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@ -9,15 +10,15 @@ namespace Cysharp.Threading.Tasks
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{
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static readonly Action<object> cancellationTokenCallback = Callback;
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public static (UniTask, CancellationTokenRegistration) ToUniTask(this CancellationToken cts)
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public static (UniTask, CancellationTokenRegistration) ToUniTask(this CancellationToken cancellationToken)
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{
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if (cts.IsCancellationRequested)
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if (cancellationToken.IsCancellationRequested)
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{
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return (UniTask.FromCanceled(cts), default(CancellationTokenRegistration));
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return (UniTask.FromCanceled(cancellationToken), default(CancellationTokenRegistration));
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}
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var promise = new UniTaskCompletionSource();
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return (promise.Task, cts.RegisterWithoutCaptureExecutionContext(cancellationTokenCallback, promise));
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return (promise.Task, cancellationToken.RegisterWithoutCaptureExecutionContext(cancellationTokenCallback, promise));
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}
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static void Callback(object state)
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@ -26,6 +27,11 @@ namespace Cysharp.Threading.Tasks
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promise.TrySetResult();
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}
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public static CancellationTokenAwaitable WaitUntilCanceled(this CancellationToken cancellationToken)
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{
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return new CancellationTokenAwaitable(cancellationToken);
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}
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public static CancellationTokenRegistration RegisterWithoutCaptureExecutionContext(this CancellationToken cancellationToken, Action callback)
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{
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var restoreFlow = false;
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@ -70,5 +76,46 @@ namespace Cysharp.Threading.Tasks
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}
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}
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}
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public struct CancellationTokenAwaitable
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{
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CancellationToken cancellationToken;
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public CancellationTokenAwaitable(CancellationToken cancellationToken)
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{
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this.cancellationToken = cancellationToken;
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}
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public Awaiter GetAwaiter()
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{
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return new Awaiter(cancellationToken);
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}
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public struct Awaiter : ICriticalNotifyCompletion
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{
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CancellationToken cancellationToken;
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public Awaiter(CancellationToken cancellationToken)
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{
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this.cancellationToken = cancellationToken;
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}
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public bool IsCompleted => !cancellationToken.CanBeCanceled || cancellationToken.IsCancellationRequested;
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public void GetResult()
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{
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}
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public void OnCompleted(Action continuation)
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{
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UnsafeOnCompleted(continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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cancellationToken.RegisterWithoutCaptureExecutionContext(continuation);
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}
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}
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}
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}
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@ -38,6 +38,11 @@ public enum MyEnum
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public static partial class UnityUIComponentExtensions
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{
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@ -123,6 +128,7 @@ public class SandboxMain : MonoBehaviour
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UnityEngine.Debug.Log("OK");
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await scheduled; // .ConfigureAwait(PlayerLoopTiming.Update); // .WaitAsync(PlayerLoopTiming.Update);
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