add PlayerLoopTimer
parent
b6a9836e81
commit
62f6429b60
|
@ -9,28 +9,24 @@ using Cysharp.Threading.Tasks.Internal;
|
||||||
namespace Cysharp.Threading.Tasks
|
namespace Cysharp.Threading.Tasks
|
||||||
{
|
{
|
||||||
|
|
||||||
public static class CancellationTokenSourceExtensions
|
public static partial class CancellationTokenSourceExtensions
|
||||||
{
|
{
|
||||||
public static void CancelAfterSlim(this CancellationTokenSource cts, int millisecondsDelay, DelayType delayType = DelayType.DeltaTime, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update)
|
readonly static Action<object> CancelCancellationTokenSourceStateDelegate = new Action<object>(CancelCancellationTokenSourceState);
|
||||||
{
|
|
||||||
var delay = UniTask.Delay(millisecondsDelay, delayType, delayTiming, cts.Token);
|
|
||||||
CancelAfterCore(cts, delay).Forget();
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void CancelAfterSlim(this CancellationTokenSource cts, TimeSpan delayTimeSpan, DelayType delayType = DelayType.DeltaTime, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update)
|
static void CancelCancellationTokenSourceState(object state)
|
||||||
{
|
|
||||||
var delay = UniTask.Delay(delayTimeSpan, delayType, delayTiming, cts.Token);
|
|
||||||
CancelAfterCore(cts, delay).Forget();
|
|
||||||
}
|
|
||||||
|
|
||||||
static async UniTaskVoid CancelAfterCore(CancellationTokenSource cts, UniTask delayTask)
|
|
||||||
{
|
|
||||||
var alreadyCanceled = await delayTask.SuppressCancellationThrow();
|
|
||||||
if (!alreadyCanceled)
|
|
||||||
{
|
{
|
||||||
|
var cts = (CancellationTokenSource)state;
|
||||||
cts.Cancel();
|
cts.Cancel();
|
||||||
cts.Dispose();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static IDisposable CancelAfterSlim(this CancellationTokenSource cts, int millisecondsDelay, DelayType delayType = DelayType.DeltaTime, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update)
|
||||||
|
{
|
||||||
|
return CancelAfterSlim(cts, TimeSpan.FromMilliseconds(millisecondsDelay), delayType, delayTiming);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static IDisposable CancelAfterSlim(this CancellationTokenSource cts, TimeSpan delayTimeSpan, DelayType delayType = DelayType.DeltaTime, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update)
|
||||||
|
{
|
||||||
|
return PlayerLoopTimer.StartNew(delayTimeSpan, false, delayType, delayTiming, cts.Token, CancelCancellationTokenSourceStateDelegate, cts);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void RegisterRaiseCancelOnDestroy(this CancellationTokenSource cts, Component component)
|
public static void RegisterRaiseCancelOnDestroy(this CancellationTokenSource cts, Component component)
|
||||||
|
@ -41,209 +37,10 @@ namespace Cysharp.Threading.Tasks
|
||||||
public static void RegisterRaiseCancelOnDestroy(this CancellationTokenSource cts, GameObject gameObject)
|
public static void RegisterRaiseCancelOnDestroy(this CancellationTokenSource cts, GameObject gameObject)
|
||||||
{
|
{
|
||||||
var trigger = gameObject.GetAsyncDestroyTrigger();
|
var trigger = gameObject.GetAsyncDestroyTrigger();
|
||||||
trigger.CancellationToken.RegisterWithoutCaptureExecutionContext(state =>
|
trigger.CancellationToken.RegisterWithoutCaptureExecutionContext(CancelCancellationTokenSourceStateDelegate, cts);
|
||||||
{
|
|
||||||
var cts2 = (CancellationTokenSource)state;
|
|
||||||
cts2.Cancel();
|
|
||||||
}, cts);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO:delete this.
|
|
||||||
public static IDisposable CancelAfterSlim2(this CancellationTokenSource cts, TimeSpan delayTimeSpan)
|
|
||||||
{
|
|
||||||
var timer = PlayerLoopTimer.Create(delayTimeSpan, DelayType.DeltaTime, PlayerLoopTiming.Update, cts.Token, state =>
|
|
||||||
{
|
|
||||||
var x = (CancellationTokenSource)state;
|
|
||||||
x.Cancel();
|
|
||||||
}, cts);
|
|
||||||
timer.Restart();
|
|
||||||
|
|
||||||
return timer;
|
|
||||||
}
|
|
||||||
|
|
||||||
abstract class PlayerLoopTimer : IDisposable, IPlayerLoopItem
|
|
||||||
{
|
|
||||||
readonly CancellationToken cancellationToken;
|
|
||||||
readonly Action<object> timerCallback;
|
|
||||||
readonly object state;
|
|
||||||
readonly PlayerLoopTiming playerLoopTiming;
|
|
||||||
|
|
||||||
bool isPlaying;
|
|
||||||
bool isDisposed;
|
|
||||||
|
|
||||||
protected PlayerLoopTimer(PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
|
||||||
{
|
|
||||||
this.playerLoopTiming = playerLoopTiming;
|
|
||||||
this.cancellationToken = cancellationToken;
|
|
||||||
this.timerCallback = timerCallback;
|
|
||||||
this.state = state;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static PlayerLoopTimer Create(TimeSpan delayTimeSpan, DelayType delayType, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
|
||||||
{
|
|
||||||
switch (delayType)
|
|
||||||
{
|
|
||||||
case DelayType.UnscaledDeltaTime:
|
|
||||||
return new IgnoreTimeScalePlayerLoopTimer(delayTimeSpan, playerLoopTiming, cancellationToken, timerCallback, state);
|
|
||||||
case DelayType.Realtime:
|
|
||||||
return new RealtimePlayerLoopTimer(delayTimeSpan, playerLoopTiming, cancellationToken, timerCallback, state);
|
|
||||||
case DelayType.DeltaTime:
|
|
||||||
default:
|
|
||||||
return new DeltaTimePlayerLoopTimer(delayTimeSpan, playerLoopTiming, cancellationToken, timerCallback, state);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Restart(Reset and Start) timer.
|
|
||||||
/// </summary>
|
|
||||||
public void Restart()
|
|
||||||
{
|
|
||||||
if (isDisposed) throw new ObjectDisposedException(null);
|
|
||||||
if (isPlaying) return;
|
|
||||||
|
|
||||||
ResetCore(); // init state
|
|
||||||
isPlaying = true;
|
|
||||||
PlayerLoopHelper.AddAction(playerLoopTiming, this);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Stop timer.
|
|
||||||
/// </summary>
|
|
||||||
public void Stop()
|
|
||||||
{
|
|
||||||
isPlaying = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected abstract void ResetCore();
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
isDisposed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IPlayerLoopItem.MoveNext()
|
|
||||||
{
|
|
||||||
if (isDisposed) return false;
|
|
||||||
if (!isPlaying) return false;
|
|
||||||
if (cancellationToken.IsCancellationRequested) return false;
|
|
||||||
|
|
||||||
if (!MoveNextCore())
|
|
||||||
{
|
|
||||||
timerCallback(state);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected abstract bool MoveNextCore();
|
|
||||||
}
|
|
||||||
|
|
||||||
sealed class DeltaTimePlayerLoopTimer : PlayerLoopTimer
|
|
||||||
{
|
|
||||||
int initialFrame;
|
|
||||||
float elapsed;
|
|
||||||
readonly float delayTimeSpan;
|
|
||||||
|
|
||||||
public DeltaTimePlayerLoopTimer(TimeSpan delayTimeSpan, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
|
||||||
: base(playerLoopTiming, cancellationToken, timerCallback, state)
|
|
||||||
{
|
|
||||||
this.elapsed = 0.0f;
|
|
||||||
this.delayTimeSpan = (float)delayTimeSpan.TotalSeconds;
|
|
||||||
this.initialFrame = PlayerLoopHelper.IsMainThread ? Time.frameCount : -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override bool MoveNextCore()
|
|
||||||
{
|
|
||||||
if (elapsed == 0.0f)
|
|
||||||
{
|
|
||||||
if (initialFrame == Time.frameCount)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
elapsed += Time.deltaTime;
|
|
||||||
if (elapsed >= delayTimeSpan)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ResetCore()
|
|
||||||
{
|
|
||||||
elapsed = 0.0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
sealed class IgnoreTimeScalePlayerLoopTimer : PlayerLoopTimer
|
|
||||||
{
|
|
||||||
int initialFrame;
|
|
||||||
float elapsed;
|
|
||||||
readonly float delayTimeSpan;
|
|
||||||
|
|
||||||
public IgnoreTimeScalePlayerLoopTimer(TimeSpan delayTimeSpan, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
|
||||||
: base(playerLoopTiming, cancellationToken, timerCallback, state)
|
|
||||||
{
|
|
||||||
this.elapsed = 0.0f;
|
|
||||||
this.delayTimeSpan = (float)delayTimeSpan.TotalSeconds;
|
|
||||||
this.initialFrame = PlayerLoopHelper.IsMainThread ? Time.frameCount : -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override bool MoveNextCore()
|
|
||||||
{
|
|
||||||
if (elapsed == 0.0f)
|
|
||||||
{
|
|
||||||
if (initialFrame == Time.frameCount)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
elapsed += Time.unscaledDeltaTime;
|
|
||||||
if (elapsed >= delayTimeSpan)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ResetCore()
|
|
||||||
{
|
|
||||||
elapsed = 0.0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
sealed class RealtimePlayerLoopTimer : PlayerLoopTimer
|
|
||||||
{
|
|
||||||
ValueStopwatch stopwatch;
|
|
||||||
readonly long delayTimeSpanTicks;
|
|
||||||
|
|
||||||
public RealtimePlayerLoopTimer(TimeSpan delayTimeSpan, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
|
||||||
: base(playerLoopTiming, cancellationToken, timerCallback, state)
|
|
||||||
{
|
|
||||||
this.stopwatch = ValueStopwatch.StartNew();
|
|
||||||
this.delayTimeSpanTicks = delayTimeSpan.Ticks;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override bool MoveNextCore()
|
|
||||||
{
|
|
||||||
if (stopwatch.ElapsedTicks >= delayTimeSpanTicks)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ResetCore()
|
|
||||||
{
|
|
||||||
this.stopwatch = ValueStopwatch.StartNew();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,211 @@
|
||||||
|
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
|
||||||
|
|
||||||
|
using System.Threading;
|
||||||
|
using System;
|
||||||
|
using Cysharp.Threading.Tasks.Internal;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Cysharp.Threading.Tasks
|
||||||
|
{
|
||||||
|
public abstract class PlayerLoopTimer : IDisposable, IPlayerLoopItem
|
||||||
|
{
|
||||||
|
readonly CancellationToken cancellationToken;
|
||||||
|
readonly Action<object> timerCallback;
|
||||||
|
readonly object state;
|
||||||
|
readonly PlayerLoopTiming playerLoopTiming;
|
||||||
|
readonly bool periodic;
|
||||||
|
|
||||||
|
bool isPlaying;
|
||||||
|
bool isDisposed;
|
||||||
|
|
||||||
|
protected PlayerLoopTimer(bool periodic, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
{
|
||||||
|
this.periodic = periodic;
|
||||||
|
this.playerLoopTiming = playerLoopTiming;
|
||||||
|
this.cancellationToken = cancellationToken;
|
||||||
|
this.timerCallback = timerCallback;
|
||||||
|
this.state = state;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static PlayerLoopTimer Create(TimeSpan delayTimeSpan, bool periodic, DelayType delayType, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
{
|
||||||
|
switch (delayType)
|
||||||
|
{
|
||||||
|
case DelayType.UnscaledDeltaTime:
|
||||||
|
return new IgnoreTimeScalePlayerLoopTimer(delayTimeSpan, periodic, playerLoopTiming, cancellationToken, timerCallback, state);
|
||||||
|
case DelayType.Realtime:
|
||||||
|
return new RealtimePlayerLoopTimer(delayTimeSpan, periodic, playerLoopTiming, cancellationToken, timerCallback, state);
|
||||||
|
case DelayType.DeltaTime:
|
||||||
|
default:
|
||||||
|
return new DeltaTimePlayerLoopTimer(delayTimeSpan, periodic, playerLoopTiming, cancellationToken, timerCallback, state);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static PlayerLoopTimer StartNew(TimeSpan delayTimeSpan, bool periodic, DelayType delayType, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
{
|
||||||
|
var timer = Create(delayTimeSpan, periodic, delayType, playerLoopTiming, cancellationToken, timerCallback, state);
|
||||||
|
timer.Restart();
|
||||||
|
return timer;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Restart(Reset and Start) timer.
|
||||||
|
/// </summary>
|
||||||
|
public void Restart()
|
||||||
|
{
|
||||||
|
if (isDisposed) throw new ObjectDisposedException(null);
|
||||||
|
|
||||||
|
ResetCore(); // init state
|
||||||
|
isPlaying = true;
|
||||||
|
PlayerLoopHelper.AddAction(playerLoopTiming, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Stop timer.
|
||||||
|
/// </summary>
|
||||||
|
public void Stop()
|
||||||
|
{
|
||||||
|
isPlaying = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected abstract void ResetCore();
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
isDisposed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IPlayerLoopItem.MoveNext()
|
||||||
|
{
|
||||||
|
if (isDisposed) return false;
|
||||||
|
if (!isPlaying) return false;
|
||||||
|
if (cancellationToken.IsCancellationRequested) return false;
|
||||||
|
|
||||||
|
if (!MoveNextCore())
|
||||||
|
{
|
||||||
|
timerCallback(state);
|
||||||
|
|
||||||
|
if (periodic)
|
||||||
|
{
|
||||||
|
ResetCore();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected abstract bool MoveNextCore();
|
||||||
|
}
|
||||||
|
|
||||||
|
sealed class DeltaTimePlayerLoopTimer : PlayerLoopTimer
|
||||||
|
{
|
||||||
|
int initialFrame;
|
||||||
|
float elapsed;
|
||||||
|
readonly float delayTimeSpan;
|
||||||
|
|
||||||
|
public DeltaTimePlayerLoopTimer(TimeSpan delayTimeSpan, bool periodic, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
: base(periodic, playerLoopTiming, cancellationToken, timerCallback, state)
|
||||||
|
{
|
||||||
|
this.elapsed = 0.0f;
|
||||||
|
this.delayTimeSpan = (float)delayTimeSpan.TotalSeconds;
|
||||||
|
this.initialFrame = PlayerLoopHelper.IsMainThread ? Time.frameCount : -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override bool MoveNextCore()
|
||||||
|
{
|
||||||
|
if (elapsed == 0.0f)
|
||||||
|
{
|
||||||
|
if (initialFrame == Time.frameCount)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
if (elapsed >= delayTimeSpan)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void ResetCore()
|
||||||
|
{
|
||||||
|
elapsed = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
sealed class IgnoreTimeScalePlayerLoopTimer : PlayerLoopTimer
|
||||||
|
{
|
||||||
|
int initialFrame;
|
||||||
|
float elapsed;
|
||||||
|
readonly float delayTimeSpan;
|
||||||
|
|
||||||
|
public IgnoreTimeScalePlayerLoopTimer(TimeSpan delayTimeSpan, bool periodic, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
: base(periodic, playerLoopTiming, cancellationToken, timerCallback, state)
|
||||||
|
{
|
||||||
|
this.elapsed = 0.0f;
|
||||||
|
this.delayTimeSpan = (float)delayTimeSpan.TotalSeconds;
|
||||||
|
this.initialFrame = PlayerLoopHelper.IsMainThread ? Time.frameCount : -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override bool MoveNextCore()
|
||||||
|
{
|
||||||
|
if (elapsed == 0.0f)
|
||||||
|
{
|
||||||
|
if (initialFrame == Time.frameCount)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
elapsed += Time.unscaledDeltaTime;
|
||||||
|
if (elapsed >= delayTimeSpan)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void ResetCore()
|
||||||
|
{
|
||||||
|
elapsed = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
sealed class RealtimePlayerLoopTimer : PlayerLoopTimer
|
||||||
|
{
|
||||||
|
ValueStopwatch stopwatch;
|
||||||
|
readonly long delayTimeSpanTicks;
|
||||||
|
|
||||||
|
public RealtimePlayerLoopTimer(TimeSpan delayTimeSpan, bool periodic, PlayerLoopTiming playerLoopTiming, CancellationToken cancellationToken, Action<object> timerCallback, object state)
|
||||||
|
: base(periodic, playerLoopTiming, cancellationToken, timerCallback, state)
|
||||||
|
{
|
||||||
|
this.stopwatch = ValueStopwatch.StartNew();
|
||||||
|
this.delayTimeSpanTicks = delayTimeSpan.Ticks;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override bool MoveNextCore()
|
||||||
|
{
|
||||||
|
if (stopwatch.ElapsedTicks >= delayTimeSpanTicks)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void ResetCore()
|
||||||
|
{
|
||||||
|
this.stopwatch = ValueStopwatch.StartNew();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue