test all passed
parent
eb379903b8
commit
a26a806b0f
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@ -6,10 +6,29 @@ using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UniRx.Async;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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public struct MyJob : IJob
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{
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public int loopCount;
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public NativeArray<int> inOut;
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public int result;
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public void Execute()
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{
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result = 0;
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for (int i = 0; i < loopCount; i++)
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{
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result++;
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}
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inOut[0] = result;
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}
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}
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public class SandboxMain : MonoBehaviour
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{
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public Button okButton;
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@ -20,11 +39,45 @@ public class SandboxMain : MonoBehaviour
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UniTaskCompletionSource ucs;
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async UniTask RunStandardDelayAsync()
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{
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UnityEngine.Debug.Log("DEB");
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await UniTask.DelayFrame(30);
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UnityEngine.Debug.Log("DEB END");
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}
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async UniTask RunJobAsync()
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{
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var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) };
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JobHandle.ScheduleBatchedJobs();
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var scheduled = job.Schedule();
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UnityEngine.Debug.Log("OK");
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await scheduled; // .ConfigureAwait(PlayerLoopTiming.Update); // .WaitAsync(PlayerLoopTiming.Update);
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UnityEngine.Debug.Log("OK2");
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job.inOut.Dispose();
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}
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void Start()
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{
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Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.Full);
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Application.SetStackTraceLogType(LogType.Exception, StackTraceLogType.Full);
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
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ShowPlayerLoop.DumpPlayerLoop("Current", playerLoop);
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RunStandardDelayAsync().Forget();
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//for (int i = 0; i < 14; i++)
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//{
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// TimingDump((PlayerLoopTiming)i).Forget();
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@ -36,6 +89,19 @@ public class SandboxMain : MonoBehaviour
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// -----
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RunJobAsync().Forget();
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//var cor = UniTask.ToCoroutine(async () =>
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// {
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// var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) };
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// JobHandle.ScheduleBatchedJobs();
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// await job.Schedule().WaitAsync(PlayerLoopTiming.Update);
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// job.inOut.Dispose();
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// });
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//StartCoroutine(cor);
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Application.logMessageReceived += Application_logMessageReceived;
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@ -56,6 +122,22 @@ public class SandboxMain : MonoBehaviour
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});
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}
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async UniTask SimpleAwait()
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{
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await UniTask.Yield();
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await UniTask.Yield();
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await UniTask.Yield();
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throw new InvalidOperationException("bar!!!");
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}
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IEnumerator SimpleCoroutine()
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{
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yield return null;
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yield return null;
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yield return null;
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throw new InvalidOperationException("foo!!!");
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}
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async UniTask TimingDump(PlayerLoopTiming timing)
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{
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while (true)
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@ -124,33 +206,33 @@ public class SandboxMain : MonoBehaviour
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}
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}
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/*
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PlayerLoopTiming.Initialization
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PlayerLoopTiming.LastInitialization
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PlayerLoopTiming.EarlyUpdate
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PlayerLoopTiming.LastEarlyUpdate
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PlayerLoopTiming.PreUpdate
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PlayerLoopTiming.LastPreUpdate
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PlayerLoopTiming.Update
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Update
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yield null
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yield WaitForSeconds
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yield WWW
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yield StartCoroutine
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PlayerLoopTiming.LastUpdate
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PlayerLoopTiming.PreLateUpdate
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LateUpdate
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PlayerLoopTiming.LastPreLateUpdate
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PlayerLoopTiming.PostLateUpdate
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PlayerLoopTiming.LastPostLateUpdate
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yield WaitForEndOfFrame
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/*
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PlayerLoopTiming.Initialization
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PlayerLoopTiming.LastInitialization
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PlayerLoopTiming.EarlyUpdate
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PlayerLoopTiming.LastEarlyUpdate
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PlayerLoopTiming.PreUpdate
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PlayerLoopTiming.LastPreUpdate
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PlayerLoopTiming.Update
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Update
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yield null
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yield WaitForSeconds
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yield WWW
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yield StartCoroutine
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PlayerLoopTiming.LastUpdate
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PlayerLoopTiming.PreLateUpdate
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LateUpdate
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PlayerLoopTiming.LastPreLateUpdate
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PlayerLoopTiming.PostLateUpdate
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PlayerLoopTiming.LastPostLateUpdate
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yield WaitForEndOfFrame
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// --- Physics Loop
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PlayerLoopTiming.FixedUpdate
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FixedUpdate
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yield WaitForFixedUpdate
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PlayerLoopTiming.LastFixedUpdate
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*/
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// --- Physics Loop
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PlayerLoopTiming.FixedUpdate
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FixedUpdate
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yield WaitForFixedUpdate
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PlayerLoopTiming.LastFixedUpdate
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*/
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@ -9,42 +9,45 @@ namespace UniRx.Async
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{
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public static partial class UnityAsyncExtensions
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{
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public static async UniTask WaitAsync(this JobHandle jobHandle, PlayerLoopTiming waitTiming)
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{
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await UniTask.Yield(waitTiming);
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jobHandle.Complete();
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}
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public static UniTask.Awaiter GetAwaiter(this JobHandle jobHandle)
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{
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var handler = JobHandlePromise.Create(jobHandle, CancellationToken.None, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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var handler = JobHandlePromise.Create(jobHandle, out var token);
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{
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, handler);
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}
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return new UniTask(handler, token).GetAwaiter();
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}
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public static UniTask ToUniTask(this JobHandle jobHandle, CancellationToken cancellation = default(CancellationToken))
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public static UniTask ToUniTask(this JobHandle jobHandle)
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{
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var handler = JobHandlePromise.Create(jobHandle, cancellation, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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var handler = JobHandlePromise.Create(jobHandle, out var token);
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{
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, handler);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, handler);
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}
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return new UniTask(handler, token);
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}
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public static UniTask ConfigureAwait(this JobHandle jobHandle, PlayerLoopTiming waitTiming, CancellationToken cancellation = default(CancellationToken))
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public static UniTask ConfigureAwait(this JobHandle jobHandle, PlayerLoopTiming waitTiming)
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{
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var handler = JobHandlePromise.Create(jobHandle, cancellation, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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var handler = JobHandlePromise.Create(jobHandle, out var token);
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{
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PlayerLoopHelper.AddAction(waitTiming, loopItem);
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PlayerLoopHelper.AddAction(waitTiming, handler);
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}
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return new UniTask(handler, token);
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sealed class JobHandlePromise : IUniTaskSource, IPlayerLoopItem
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{
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JobHandle jobHandle;
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CancellationToken cancellationToken;
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UniTaskCompletionSourceCore<AsyncUnit> core;
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public static IUniTaskSource Create(JobHandle jobHandle, CancellationToken cancellationToken, out short token)
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// Cancellation is not supported.
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public static JobHandlePromise Create(JobHandle jobHandle, out short token)
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{
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if (cancellationToken.IsCancellationRequested)
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{
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return AutoResetUniTaskCompletionSource.CreateFromCanceled(cancellationToken, out token);
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}
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// not use pool.
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var result = new JobHandlePromise();
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result.jobHandle = jobHandle;
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result.cancellationToken = cancellationToken;
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TaskTracker.TrackActiveTask(result, 3);
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public bool MoveNext()
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{
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if (cancellationToken.IsCancellationRequested)
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{
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core.TrySetCanceled(cancellationToken);
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return false;
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}
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if (jobHandle.IsCompleted)
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{
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jobHandle.Complete();
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