JobHandle.WaitAsync accepts CancellationToken

master
neuecc 2020-05-25 09:58:06 +09:00
parent 7cce0f48e5
commit 8b7f832c0f
2 changed files with 17 additions and 9 deletions

View File

@ -9,10 +9,11 @@ namespace Cysharp.Threading.Tasks
{ {
public static partial class UnityAsyncExtensions public static partial class UnityAsyncExtensions
{ {
public static async UniTask WaitAsync(this JobHandle jobHandle, PlayerLoopTiming waitTiming) public static async UniTask WaitAsync(this JobHandle jobHandle, PlayerLoopTiming waitTiming, CancellationToken cancellationToken = default)
{ {
await UniTask.Yield(waitTiming); await UniTask.Yield(waitTiming);
jobHandle.Complete(); jobHandle.Complete();
cancellationToken.ThrowIfCancellationRequested(); // call cancel after Complete.
} }
public static UniTask.Awaiter GetAwaiter(this JobHandle jobHandle) public static UniTask.Awaiter GetAwaiter(this JobHandle jobHandle)
@ -28,7 +29,9 @@ namespace Cysharp.Threading.Tasks
return new UniTask(handler, token).GetAwaiter(); return new UniTask(handler, token).GetAwaiter();
} }
// can not pass CancellationToken because can't handle JobHandle's Complete and NativeArray.Dispose.
public static UniTask ToUniTask(this JobHandle jobHandle, PlayerLoopTiming waitTiming) public static UniTask ToUniTask(this JobHandle jobHandle, PlayerLoopTiming waitTiming)
{ {
var handler = JobHandlePromise.Create(jobHandle, out var token); var handler = JobHandlePromise.Create(jobHandle, out var token);

View File

@ -193,15 +193,20 @@ public class SandboxMain : MonoBehaviour
async UniTask RunJobAsync() async UniTask RunJobAsync()
{ {
var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) }; var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) };
JobHandle.ScheduleBatchedJobs(); try
{
JobHandle.ScheduleBatchedJobs();
var scheduled = job.Schedule(); var scheduled = job.Schedule();
UnityEngine.Debug.Log("OK"); UnityEngine.Debug.Log("OK");
await scheduled; // .ConfigureAwait(PlayerLoopTiming.Update); // .WaitAsync(PlayerLoopTiming.Update); await scheduled; // .ConfigureAwait(PlayerLoopTiming.Update); // .WaitAsync(PlayerLoopTiming.Update);
UnityEngine.Debug.Log("OK2"); UnityEngine.Debug.Log("OK2");
}
job.inOut.Dispose(); finally
{
job.inOut.Dispose();
}
} }