mirror of https://github.com/Cysharp/UniTask
153 lines
4.7 KiB
C#
153 lines
4.7 KiB
C#
#if CSHARP_7_OR_LATER || (UNITY_2018_3_OR_NEWER && (NET_STANDARD_2_0 || NET_4_6))
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using System;
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using UnityEngine;
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namespace UniRx.Async.Internal
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{
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internal sealed class PlayerLoopRunner
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{
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const int InitialSize = 16;
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readonly object runningAndQueueLock = new object();
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readonly object arrayLock = new object();
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readonly Action<Exception> unhandledExceptionCallback;
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int tail = 0;
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bool running = false;
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IPlayerLoopItem[] loopItems = new IPlayerLoopItem[InitialSize];
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MinimumQueue<IPlayerLoopItem> waitQueue = new MinimumQueue<IPlayerLoopItem>(InitialSize);
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public PlayerLoopRunner()
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{
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this.unhandledExceptionCallback = ex => Debug.LogException(ex);
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}
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public void AddAction(IPlayerLoopItem item)
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{
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lock (runningAndQueueLock)
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{
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if (running)
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{
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waitQueue.Enqueue(item);
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return;
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}
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}
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lock (arrayLock)
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{
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// Ensure Capacity
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if (loopItems.Length == tail)
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{
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Array.Resize(ref loopItems, checked(tail * 2));
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}
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loopItems[tail++] = item;
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}
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}
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public void Run()
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{
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lock (runningAndQueueLock)
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{
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running = true;
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}
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lock (arrayLock)
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{
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var j = tail - 1;
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// eliminate array-bound check for i
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for (int i = 0; i < loopItems.Length; i++)
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{
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var action = loopItems[i];
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if (action != null)
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{
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try
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{
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if (!action.MoveNext())
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{
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loopItems[i] = null;
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}
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else
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{
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continue; // next i
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}
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}
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catch (Exception ex)
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{
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loopItems[i] = null;
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try
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{
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unhandledExceptionCallback(ex);
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}
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catch { }
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}
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}
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// find null, loop from tail
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while (i < j)
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{
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var fromTail = loopItems[j];
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if (fromTail != null)
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{
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try
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{
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if (!fromTail.MoveNext())
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{
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loopItems[j] = null;
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j--;
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continue; // next j
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}
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else
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{
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// swap
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loopItems[i] = fromTail;
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loopItems[j] = null;
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j--;
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goto NEXT_LOOP; // next i
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}
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}
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catch (Exception ex)
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{
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loopItems[j] = null;
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j--;
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try
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{
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unhandledExceptionCallback(ex);
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}
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catch { }
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continue; // next j
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}
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}
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else
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{
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j--;
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}
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}
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tail = i; // loop end
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break; // LOOP END
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NEXT_LOOP:
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continue;
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}
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lock (runningAndQueueLock)
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{
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running = false;
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while (waitQueue.Count != 0)
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{
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if (loopItems.Length == tail)
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{
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Array.Resize(ref loopItems, checked(tail * 2));
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}
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loopItems[tail++] = waitQueue.Dequeue();
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}
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}
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}
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}
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}
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}
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#endif |