Fix await IEnumerator + WaitForSeconds does not follow timescale(to behave same as StartCoroutine) #133
parent
b64f31eb0b
commit
bb6dbfa920
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@ -225,12 +225,12 @@ namespace Cysharp.Threading.Tasks
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static IEnumerator UnwrapWaitForSeconds(WaitForSeconds waitForSeconds)
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{
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var second = (float)waitForSeconds_Seconds.GetValue(waitForSeconds);
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var startTime = DateTimeOffset.UtcNow;
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var elapsed = 0.0f;
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while (true)
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{
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yield return null;
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var elapsed = (DateTimeOffset.UtcNow - startTime).TotalSeconds;
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elapsed += Time.deltaTime;
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if (elapsed >= second)
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{
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break;
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@ -96,6 +96,33 @@ namespace Cysharp.Threading.TasksTests
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// l[1].Item2.Should().NotBe(currentFrame);
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//}
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[UnityTest]
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public IEnumerator WaitForSecondsTest() => UniTask.ToCoroutine(async () =>
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{
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await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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Time.timeScale = 0.5f;
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try
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{
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var now = DateTimeOffset.UtcNow;
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await WaitFor();
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var elapsed = DateTimeOffset.UtcNow - now;
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(5.8f <= elapsed.TotalSeconds && elapsed.TotalSeconds <= 6.2f).Should().BeTrue();
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}
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finally
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{
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Time.timeScale = 1.0f;
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}
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});
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IEnumerator WaitFor()
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{
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yield return new WaitForSeconds(3.0f);
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}
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IEnumerator Worker(List<(int, int)> l)
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{
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l.Add((0, Time.frameCount));
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