Add ReturnToMainThread, ReturnToSynchronizationContext, ReturnToCurrentSynchronizationContext
parent
3001996298
commit
a9baa52309
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@ -17,7 +17,31 @@ namespace Cysharp.Threading.Tasks
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/// </summary>
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public static SwitchToMainThreadAwaitable SwitchToMainThread()
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{
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return new SwitchToMainThreadAwaitable();
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return new SwitchToMainThreadAwaitable(PlayerLoopTiming.Update);
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}
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/// <summary>
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/// If running on mainthread, do nothing. Otherwise, same as UniTask.Yield(timing).
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/// </summary>
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public static SwitchToMainThreadAwaitable SwitchToMainThread(PlayerLoopTiming timing)
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{
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return new SwitchToMainThreadAwaitable(timing);
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}
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/// <summary>
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/// Return to mainthread(same as await SwitchToMainThread) after using scope is closed.
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/// </summary>
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public static ReturnToMainThread ReturnToMainThread()
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{
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return new ReturnToMainThread(PlayerLoopTiming.Update);
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}
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/// <summary>
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/// Return to mainthread(same as await SwitchToMainThread) after using scope is closed.
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/// </summary>
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public static ReturnToMainThread ReturnToMainThread(PlayerLoopTiming timing)
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{
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return new ReturnToMainThread(timing);
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}
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#endif
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@ -27,15 +51,28 @@ namespace Cysharp.Threading.Tasks
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return new SwitchToThreadPoolAwaitable();
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}
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/// <summary>
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/// Note: use SwitchToThreadPool is recommended.
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/// </summary>
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public static SwitchToTaskPoolAwaitable SwitchToTaskPool()
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{
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return new SwitchToTaskPoolAwaitable();
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}
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public static SwitchToSynchronizationContextAwaitable SwitchToSynchronizationContext(SynchronizationContext syncContext)
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public static SwitchToSynchronizationContextAwaitable SwitchToSynchronizationContext(SynchronizationContext synchronizationContext)
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{
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Error.ThrowArgumentNullException(syncContext, nameof(syncContext));
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return new SwitchToSynchronizationContextAwaitable(syncContext);
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Error.ThrowArgumentNullException(synchronizationContext, nameof(synchronizationContext));
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return new SwitchToSynchronizationContextAwaitable(synchronizationContext);
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}
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public static ReturnToSynchronizationContext ReturnToSynchronizationContext(SynchronizationContext synchronizationContext)
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{
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return new ReturnToSynchronizationContext(synchronizationContext);
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}
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public static ReturnToSynchronizationContext ReturnToCurrentSynchronizationContext()
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{
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return new ReturnToSynchronizationContext(SynchronizationContext.Current);
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}
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}
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@ -43,10 +80,24 @@ namespace Cysharp.Threading.Tasks
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public struct SwitchToMainThreadAwaitable
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{
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public Awaiter GetAwaiter() => new Awaiter();
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readonly PlayerLoopTiming playerLoopTiming;
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public SwitchToMainThreadAwaitable(PlayerLoopTiming playerLoopTiming)
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{
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this.playerLoopTiming = playerLoopTiming;
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}
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public Awaiter GetAwaiter() => new Awaiter(playerLoopTiming);
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public struct Awaiter : ICriticalNotifyCompletion
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{
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readonly PlayerLoopTiming playerLoopTiming;
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public Awaiter(PlayerLoopTiming playerLoopTiming)
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{
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this.playerLoopTiming = playerLoopTiming;
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}
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public bool IsCompleted
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{
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get
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@ -67,12 +118,53 @@ namespace Cysharp.Threading.Tasks
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public void OnCompleted(Action continuation)
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{
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.Update, continuation);
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PlayerLoopHelper.AddContinuation(playerLoopTiming, continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.Update, continuation);
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PlayerLoopHelper.AddContinuation(playerLoopTiming, continuation);
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}
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}
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}
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public struct ReturnToMainThread
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{
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readonly PlayerLoopTiming playerLoopTiming;
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public ReturnToMainThread(PlayerLoopTiming playerLoopTiming)
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{
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this.playerLoopTiming = playerLoopTiming;
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}
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public Awaiter DisposeAsync()
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{
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return new Awaiter(playerLoopTiming); // run immediate.
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}
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public readonly struct Awaiter : ICriticalNotifyCompletion
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{
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readonly PlayerLoopTiming timing;
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public Awaiter(PlayerLoopTiming timing)
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{
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this.timing = timing;
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}
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public Awaiter GetAwaiter() => this;
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public bool IsCompleted => PlayerLoopHelper.MainThreadId == System.Threading.Thread.CurrentThread.ManagedThreadId;
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public void GetResult() { }
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public void OnCompleted(Action continuation)
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{
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PlayerLoopHelper.AddContinuation(timing, continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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PlayerLoopHelper.AddContinuation(timing, continuation);
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}
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}
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}
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@ -92,12 +184,16 @@ namespace Cysharp.Threading.Tasks
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public void OnCompleted(Action continuation)
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{
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ThreadPool.UnsafeQueueUserWorkItem(switchToCallback, continuation);
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ThreadPool.QueueUserWorkItem(switchToCallback, continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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#if NETCOREAPP3_1
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ThreadPool.UnsafeQueueUserWorkItem(ThreadPoolWorkItem.Create(continuation), false);
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#else
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ThreadPool.UnsafeQueueUserWorkItem(switchToCallback, continuation);
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#endif
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}
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static void Callback(object state)
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@ -106,6 +202,47 @@ namespace Cysharp.Threading.Tasks
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continuation();
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}
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}
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#if NETCOREAPP3_1
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sealed class ThreadPoolWorkItem : IThreadPoolWorkItem, ITaskPoolNode<ThreadPoolWorkItem>
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{
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static TaskPool<ThreadPoolWorkItem> pool;
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public ThreadPoolWorkItem NextNode { get; set; }
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static ThreadPoolWorkItem()
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{
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TaskPool.RegisterSizeGetter(typeof(ThreadPoolWorkItem), () => pool.Size);
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}
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Action continuation;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static ThreadPoolWorkItem Create(Action continuation)
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{
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if (!pool.TryPop(out var item))
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{
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item = new ThreadPoolWorkItem();
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}
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item.continuation = continuation;
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return item;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Execute()
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{
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var call = continuation;
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continuation = null;
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if (call != null)
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{
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pool.TryPush(this);
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call.Invoke();
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}
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}
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}
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#endif
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}
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public struct SwitchToTaskPoolAwaitable
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@ -178,5 +315,19 @@ namespace Cysharp.Threading.Tasks
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}
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}
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}
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public struct ReturnToSynchronizationContext
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{
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readonly SynchronizationContext syncContext;
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public ReturnToSynchronizationContext(SynchronizationContext syncContext)
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{
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this.syncContext = syncContext;
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}
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public SwitchToSynchronizationContextAwaitable DisposeAsync()
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{
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return UniTask.SwitchToSynchronizationContext(syncContext);
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}
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}
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}
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@ -1,4 +1,5 @@
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using Cysharp.Threading.Tasks;
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using System.Linq;
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using Cysharp.Threading.Tasks.Linq;
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using Cysharp.Threading.Tasks.Triggers;
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using System;
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@ -10,6 +11,7 @@ using System.Threading.Tasks;
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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.LowLevel;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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@ -320,43 +322,132 @@ public class SandboxMain : MonoBehaviour
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//Debug.Log("AGAIN END MOVE");
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//// DOTween.To(
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//var cts = new CancellationTokenSource();
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////var tween = okButton.GetComponent<RectTransform>().DOLocalMoveX(100, 5.0f);
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//cancelButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
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//{
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// cts.Cancel();
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//}).Forget();
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//// await tween.ToUniTask(TweenCancelBehaviour.KillAndCancelAwait, cts.Token);
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////tween.SetRecyclable(true);
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//Debug.Log("END");
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//// tween.Play();
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//// DOTween.
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//// DOVirtual.Float(0, 1, 1, x => { }).ToUniTask();
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//await foreach (var _ in UniTaskAsyncEnumerable.EveryUpdate())
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//{
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// Debug.Log("Update() " + Time.frameCount);
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//}
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//await okButton.OnClickAsAsyncEnumerable().Where((x, i) => i % 2 == 0).ForEachAsync(_ =>
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//{
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//});
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//okButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
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//{
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//}).Forget();
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//CloseAsync(this.GetCancellationTokenOnDestroy()).Forget();
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//okButton.onClick.AddListener(UniTask.UnityAction(async () => await UniTask.Yield()));
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PlayerLoopInfo.Inject();
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//UpdateUniTask().Forget();
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//StartCoroutine(Coroutine());
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//await UniTask.Delay(TimeSpan.FromSeconds(1));
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_ = ReturnToMainThreadTest();
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//GameObject.Destroy(this.gameObject);
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SynchronizationContext.Current.Post(_ =>
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{
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//UnityEngine.Debug.Log("Post:" + PlayerLoopInfo.CurrentLoopType);
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}, null);
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}
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async UniTaskVoid UpdateUniTask()
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{
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while (true)
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{
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await UniTask.Yield();
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// DOTween.To(
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UnityEngine.Debug.Log("UniTaskYield:" + PlayerLoopInfo.CurrentLoopType);
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}
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}
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var cts = new CancellationTokenSource();
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//var tween = okButton.GetComponent<RectTransform>().DOLocalMoveX(100, 5.0f);
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cancelButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
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async UniTaskVoid ReturnToMainThreadTest()
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{
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cts.Cancel();
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}).Forget();
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// await tween.ToUniTask(TweenCancelBehaviour.KillAndCancelAwait, cts.Token);
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//tween.SetRecyclable(true);
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Debug.Log("END");
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// tween.Play();
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// DOTween.
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// DOVirtual.Float(0, 1, 1, x => { }).ToUniTask();
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okButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
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var d = UniTask.ReturnToCurrentSynchronizationContext();
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try
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{
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UnityEngine.Debug.Log("In MainThread?" + Thread.CurrentThread.ManagedThreadId);
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UnityEngine.Debug.Log("SyncContext is null?" + (SynchronizationContext.Current == null));
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await UniTask.SwitchToThreadPool();
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UnityEngine.Debug.Log("In ThreadPool?" + Thread.CurrentThread.ManagedThreadId);
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UnityEngine.Debug.Log("SyncContext is null?" + (SynchronizationContext.Current == null));
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}
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finally
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{
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await d.DisposeAsync();
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}
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UnityEngine.Debug.Log("In ThreadPool?" + Thread.CurrentThread.ManagedThreadId);
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UnityEngine.Debug.Log("SyncContext is null2" + (SynchronizationContext.Current == null));
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}
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private void Update()
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{
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// UnityEngine.Debug.Log("Update:" + PlayerLoopInfo.CurrentLoopType);
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}
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}).Forget();
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CloseAsync(this.GetCancellationTokenOnDestroy()).Forget();
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okButton.onClick.AddListener(UniTask.UnityAction(async () => await UniTask.Yield()));
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IEnumerator Coroutine()
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{
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try
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{
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while (true)
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{
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yield return null;
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//UnityEngine.Debug.Log("Coroutine null:" + PlayerLoopInfo.CurrentLoopType);
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}
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}
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finally
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{
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UnityEngine.Debug.Log("Coroutine Finally");
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}
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}
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async UniTaskVoid CloseAsync(CancellationToken cancellationToken = default)
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@ -597,7 +688,7 @@ public class SandboxMain : MonoBehaviour
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}
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}
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public class ShowPlayerLoop
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public class PlayerLoopInfo
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{
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// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void Init()
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@ -628,4 +719,45 @@ public class ShowPlayerLoop
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UnityEngine.Debug.Log(sb.ToString());
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}
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public static Type CurrentLoopType { get; private set; }
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public static void Inject()
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{
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var system = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < system.subSystemList.Length; i++)
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{
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var loop = system.subSystemList[i].subSystemList.SelectMany(x =>
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{
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var t = typeof(WrapLoop<>).MakeGenericType(x.type);
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var instance = (ILoopRunner)Activator.CreateInstance(t, x.type);
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return new[] { new PlayerLoopSystem { type = t, updateDelegate = instance.Run }, x };
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}).ToArray();
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system.subSystemList[i].subSystemList = loop;
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}
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PlayerLoop.SetPlayerLoop(system);
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}
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interface ILoopRunner
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{
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void Run();
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}
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class WrapLoop<T> : ILoopRunner
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{
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readonly Type type;
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public WrapLoop(Type type)
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{
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this.type = type;
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}
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public void Run()
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{
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CurrentLoopType = type;
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}
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}
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}
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