#if UNITY_2020_1_OR_NEWER && ! UNITY_2021 #define UNITY_2020_BUG #endif using System; using System.Runtime.CompilerServices; using YooAsset; using static Cysharp.Threading.Tasks.Internal.Error; namespace Cysharp.Threading.Tasks { public static class OperationHandleBaseExtensions { public static UniTask.Awaiter GetAwaiter(this OperationHandleBase handle) { return ToUniTask(handle).GetAwaiter(); } public static UniTask ToUniTask(this OperationHandleBase handle, IProgress progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update) { ThrowArgumentNullException(handle, nameof(handle)); if(!handle.IsValid) { return UniTask.CompletedTask; } return new UniTask( OperationHandleBaserConfiguredSource.Create( handle, timing, progress, out var token ), token ); } sealed class OperationHandleBaserConfiguredSource : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode { private static TaskPool pool; private OperationHandleBaserConfiguredSource nextNode; public ref OperationHandleBaserConfiguredSource NextNode => ref nextNode; static OperationHandleBaserConfiguredSource() { TaskPool.RegisterSizeGetter(typeof(OperationHandleBaserConfiguredSource), () => pool.Size); } private readonly Action continuationAction; private OperationHandleBase handle; private IProgress progress; private bool completed; private UniTaskCompletionSourceCore core; OperationHandleBaserConfiguredSource() { continuationAction = Continuation; } public static IUniTaskSource Create(OperationHandleBase handle, PlayerLoopTiming timing, IProgress progress, out short token) { if(!pool.TryPop(out var result)) { result = new OperationHandleBaserConfiguredSource(); } result.handle = handle; result.progress = progress; result.completed = false; TaskTracker.TrackActiveTask(result, 3); if(progress != null) { PlayerLoopHelper.AddAction(timing, result); } // BUG 在 Unity 2020.3.36 版本测试中, IL2Cpp 会报 如下错误 // BUG ArgumentException: Incompatible Delegate Types. First is System.Action`1[[YooAsset.AssetOperationHandle, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]] second is System.Action`1[[YooAsset.OperationHandleBase, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]] // BUG 也可能报的是 Action '1' Action '1' 的 InvalidCastException // BUG 此处不得不这么修改, 如果后续 Unity 修复了这个问题, 可以恢复之前的写法 #if UNITY_2020_BUG switch(handle) { case AssetOperationHandle asset_handle: asset_handle.Completed += result.AssetContinuation; break; case SceneOperationHandle scene_handle: scene_handle.Completed += result.SceneContinuation; break; case SubAssetsOperationHandle sub_asset_handle: sub_asset_handle.Completed += result.SubContinuation; break; } #else switch(handle) { case AssetOperationHandle asset_handle: asset_handle.Completed += result.continuationAction; break; case SceneOperationHandle scene_handle: scene_handle.Completed += result.continuationAction; break; case SubAssetsOperationHandle sub_asset_handle: sub_asset_handle.Completed += result.continuationAction; break; } #endif token = result.core.Version; return result; } #if UNITY_2020_BUG private void AssetContinuation(AssetOperationHandle handle) { handle.Completed -= AssetContinuation; BaseContinuation(); } private void SceneContinuation(SceneOperationHandle handle) { handle.Completed -= SceneContinuation; BaseContinuation(); } private void SubContinuation(SubAssetsOperationHandle handle) { handle.Completed -= SubContinuation; BaseContinuation(); } #endif [MethodImpl(MethodImplOptions.AggressiveInlining)] private void BaseContinuation() { if(completed) { TryReturn(); } else { completed = true; if(handle.Status == EOperationStatus.Failed) { core.TrySetException(new Exception(handle.LastError)); } else { core.TrySetResult(AsyncUnit.Default); } } } private void Continuation(OperationHandleBase _) { switch(handle) { case AssetOperationHandle asset_handle: asset_handle.Completed -= continuationAction; break; case SceneOperationHandle scene_handle: scene_handle.Completed -= continuationAction; break; case SubAssetsOperationHandle sub_asset_handle: sub_asset_handle.Completed -= continuationAction; break; } BaseContinuation(); } bool TryReturn() { TaskTracker.RemoveTracking(this); core.Reset(); handle = default; progress = default; return pool.TryPush(this); } public UniTaskStatus GetStatus(short token) => core.GetStatus(token); public void OnCompleted(Action continuation, object state, short token) { core.OnCompleted(continuation, state, token); } public void GetResult(short token) { core.GetResult(token); } public UniTaskStatus UnsafeGetStatus() => core.UnsafeGetStatus(); public bool MoveNext() { if(completed) { TryReturn(); return false; } if(handle.IsValid) { progress?.Report(handle.Progress); } return true; } } } }