Merge pull request #196 from RamType0/ForceCompleteJobHandleOnApplicationQuit
Force complete awaiting JobHandles when quitted in UnityEditormaster
commit
3115efb672
|
@ -101,7 +101,7 @@ namespace Cysharp.Threading.Tasks
|
|||
static SynchronizationContext unitySynchronizationContetext;
|
||||
static ContinuationQueue[] yielders;
|
||||
static PlayerLoopRunner[] runners;
|
||||
|
||||
internal static bool IsEditorApplicationQuitting { get; private set; }
|
||||
static PlayerLoopSystem[] InsertRunner(PlayerLoopSystem loopSystem,
|
||||
Type loopRunnerYieldType, ContinuationQueue cq, Type lastLoopRunnerYieldType, ContinuationQueue lastCq,
|
||||
Type loopRunnerType, PlayerLoopRunner runner, Type lastLoopRunnerType, PlayerLoopRunner lastRunner)
|
||||
|
@ -112,6 +112,7 @@ namespace Cysharp.Threading.Tasks
|
|||
{
|
||||
if (state == PlayModeStateChange.EnteredEditMode || state == PlayModeStateChange.ExitingEditMode)
|
||||
{
|
||||
IsEditorApplicationQuitting = true;
|
||||
// run rest action before clear.
|
||||
if (runner != null)
|
||||
{
|
||||
|
@ -134,6 +135,7 @@ namespace Cysharp.Threading.Tasks
|
|||
lastCq.Run();
|
||||
lastCq.Clear();
|
||||
}
|
||||
IsEditorApplicationQuitting = false;
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
using System;
|
||||
using System.Threading;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cysharp.Threading.Tasks
|
||||
{
|
||||
|
@ -85,7 +86,7 @@ namespace Cysharp.Threading.Tasks
|
|||
|
||||
public bool MoveNext()
|
||||
{
|
||||
if (jobHandle.IsCompleted)
|
||||
if (jobHandle.IsCompleted | PlayerLoopHelper.IsEditorApplicationQuitting)
|
||||
{
|
||||
jobHandle.Complete();
|
||||
core.TrySetResult(AsyncUnit.Default);
|
||||
|
|
Loading…
Reference in New Issue