test for IL2CPP bug
parent
11ca42a527
commit
bf0adad427
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@ -443,6 +443,7 @@ namespace Cysharp.Threading.TasksTests
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public void OnError(Exception error) => OnErrorCalled = true;
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public void OnError(Exception error) => OnErrorCalled = true;
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}
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}
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#endif
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#endif
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#endif
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#endif
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}
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}
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@ -84,7 +84,6 @@ namespace Cysharp.Threading.TasksTests
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}
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}
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}
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}
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@ -16,379 +16,170 @@ namespace Cysharp.Threading.TasksTests
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{
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{
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public class DelayTest
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public class DelayTest
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{
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{
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//[UnityTest]
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[UnityTest]
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//public IEnumerator DelayFrame() => UniTask.ToCoroutine(async () =>
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public IEnumerator DelayFrame() => UniTask.ToCoroutine(async () =>
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//{
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{
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// for (int i = 1; i < 5; i++)
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for (int i = 1; i < 5; i++)
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// {
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{
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var frameCount = Time.frameCount;
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var frameCount = Time.frameCount;
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// await UniTask.DelayFrame(i);
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await UniTask.DelayFrame(i);
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// Time.frameCount.Should().Be(frameCount + i);
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Time.frameCount.Should().Be(frameCount + i);
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// }
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}
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// for (int i = 1; i < 5; i++)
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for (int i = 1; i < 5; i++)
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// {
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{
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// await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// var frameCount = Time.frameCount;
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var frameCount = Time.frameCount;
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// await UniTask.DelayFrame(i);
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await UniTask.DelayFrame(i);
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// Time.frameCount.Should().Be(frameCount + i);
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Time.frameCount.Should().Be(frameCount + i);
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// }
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}
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//});
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});
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//[UnityTest]
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//public IEnumerator DelayFrameZero() => UniTask.ToCoroutine(async () =>
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//{
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// {
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var frameCount = Time.frameCount;
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// await UniTask.DelayFrame(0);
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// Time.frameCount.Should().Be(frameCount); // same frame
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// }
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// {
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// await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// var frameCount = Time.frameCount;
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// await UniTask.DelayFrame(0);
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// Time.frameCount.Should().Be(frameCount + 1); // next frame
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// }
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//});
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//[UnityTest]
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//public IEnumerator TimerFramePre() => UniTask.ToCoroutine(async () =>
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//{
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(2, 3).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame + 2);
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// xs[1].Should().Be(initialFrame + 2 + (3 * 1));
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// xs[2].Should().Be(initialFrame + 2 + (3 * 2));
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// xs[3].Should().Be(initialFrame + 2 + (3 * 3));
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// xs[4].Should().Be(initialFrame + 2 + (3 * 4));
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//});
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//[UnityTest]
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//public IEnumerator TimerFramePost() => UniTask.ToCoroutine(async () =>
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//{
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// await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(2, 3).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame + 2);
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// xs[1].Should().Be(initialFrame + 2 + (3 * 1));
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// xs[2].Should().Be(initialFrame + 2 + (3 * 2));
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// xs[3].Should().Be(initialFrame + 2 + (3 * 3));
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// xs[4].Should().Be(initialFrame + 2 + (3 * 4));
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//});
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//[UnityTest]
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//public IEnumerator TimerFrameTest() => UniTask.ToCoroutine(async () =>
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//{
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(0, 0).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame);
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// xs[1].Should().Be(initialFrame + 1);
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// xs[2].Should().Be(initialFrame + 2);
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// xs[3].Should().Be(initialFrame + 3);
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// xs[4].Should().Be(initialFrame + 4);
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//});
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[UnityTest]
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[UnityTest]
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public IEnumerator TimerFrameSinglePre2() => UniTask.ToCoroutine(async () =>
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public IEnumerator DelayFrameZero() => UniTask.ToCoroutine(async () =>
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{
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{
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{
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{
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var xs = await UniTaskAsyncEnumerable.TimerFrame(1).ToArrayAsync();
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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var frameCount = Time.frameCount;
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await UniTask.DelayFrame(0);
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Time.frameCount.Should().Be(frameCount); // same frame
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}
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{
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await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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var frameCount = Time.frameCount;
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await UniTask.DelayFrame(0);
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Time.frameCount.Should().Be(frameCount + 1); // next frame
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}
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}
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//Debug.Log("------------------");
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//{
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(1).ToArrayAsync();
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//}
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});
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});
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//[UnityTest]
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//public IEnumerator TimerFrameSinglePre2() => UniTask.ToCoroutine(async () =>
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//{
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// {
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// var initialFrame = Time.frameCount;
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// var xs = await new MyTimerFrame(0, null)/*.Select(_ => Time.frameCount)*/.ToArrayAsync();
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// Debug.Log("OK 0 ------------------");
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// }
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// {
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// var xs = await new MyTimerFrame(1, null)/*.Select(_ =>
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// {
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// var t = Time.frameCount;
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// UnityEngine.Debug.Log("store frameCount:" + t);
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// return t;
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// })*/.ToArrayAsync();
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// }
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//});
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//[UnityTest]
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//public IEnumerator TimerFrameSinglePre() => UniTask.ToCoroutine(async () =>
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//{
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// {
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.Return(UniTask.Yield(PlayerLoopTiming.Update, CancellationToken.None))/*.Select(_ => Time.frameCount)*/.ToArrayAsync();
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// xs[0].Should().Be(initialFrame);
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// Debug.Log("OK 0 ------------------");
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// }
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// {
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var initialFrame = Time.frameCount;
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// Debug.Log("initialFrame:" + initialFrame);
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// var xs = await UniTaskAsyncEnumerable.Return(UniTask.Yield(PlayerLoopTiming.Update, CancellationToken.None))/*.Select(_ =>
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// {
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// var t = Time.frameCount;
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// UnityEngine.Debug.Log("store frameCount:" + t);
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// return t;
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// })*/.ToArrayAsync();
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// Debug.Log("xs len:" + xs.Length);
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// Debug.Log("xs[0]:" + xs[0]);
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// xs[0].Should().Be(initialFrame + 1);
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// Debug.Log("OK 1");
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// }
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// {
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// //await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(2).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame + 2);
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// Debug.Log("OK 2");
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// }
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//});
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//[UnityTest]
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//public IEnumerator TimerFrameSinglePost() => UniTask.ToCoroutine(async () =>
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//{
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// {
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// //await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// //var initialFrame = Time.frameCount;
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// //var xs = await UniTaskAsyncEnumerable.TimerFrame(0).Select(_ => Time.frameCount).ToArrayAsync();
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// //xs[0].Should().Be(initialFrame);
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// }
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// {
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// //await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(1).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame + 1);
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// }
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// {
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// //await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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// var initialFrame = Time.frameCount;
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// var xs = await UniTaskAsyncEnumerable.TimerFrame(2).Select(_ => Time.frameCount).ToArrayAsync();
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// xs[0].Should().Be(initialFrame + 2);
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// }
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//});
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//[UnityTest]
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//public IEnumerator Timer() => UniTask.ToCoroutine(async () =>
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//{
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// await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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// {
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// var initialSeconds = Time.realtimeSinceStartup;
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// var xs = await UniTaskAsyncEnumerable.Timer(TimeSpan.FromSeconds(2)).Select(_ => Time.realtimeSinceStartup).ToArrayAsync();
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// Mathf.Approximately(initialSeconds, xs[0]).Should().BeFalse();
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// Debug.Log("Init:" + initialSeconds);
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// Debug.Log("After:" + xs[0]);
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// }
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//});
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}
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public class DelayTest2
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{
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[UnityTest]
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[UnityTest]
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public IEnumerator TimerFrameSinglePre2() => UniTask.ToCoroutine(async () =>
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public IEnumerator TimerFramePre() => UniTask.ToCoroutine(async () =>
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{
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{
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{
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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var xs = await UniTaskAsyncEnumerable.TimerFrame(1).ToArrayAsync();
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}
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var initialFrame = Time.frameCount;
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Debug.Log("------------------");
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var xs = await UniTaskAsyncEnumerable.TimerFrame(2, 3).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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{
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var xs = await UniTaskAsyncEnumerable.TimerFrame(1).ToArrayAsync();
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xs[0].Should().Be(initialFrame + 2);
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}
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xs[1].Should().Be(initialFrame + 2 + (3 * 1));
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xs[2].Should().Be(initialFrame + 2 + (3 * 2));
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xs[3].Should().Be(initialFrame + 2 + (3 * 3));
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xs[4].Should().Be(initialFrame + 2 + (3 * 4));
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});
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});
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[UnityTest]
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public IEnumerator TimerFramePost() => UniTask.ToCoroutine(async () =>
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{
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await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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var initialFrame = Time.frameCount;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(2, 3).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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xs[0].Should().Be(initialFrame + 2);
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xs[1].Should().Be(initialFrame + 2 + (3 * 1));
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xs[2].Should().Be(initialFrame + 2 + (3 * 2));
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xs[3].Should().Be(initialFrame + 2 + (3 * 3));
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xs[4].Should().Be(initialFrame + 2 + (3 * 4));
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});
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[UnityTest]
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public IEnumerator TimerFrameTest() => UniTask.ToCoroutine(async () =>
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{
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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var initialFrame = Time.frameCount;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(0, 0).Take(5).Select(_ => Time.frameCount).ToArrayAsync();
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xs[0].Should().Be(initialFrame);
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xs[1].Should().Be(initialFrame + 1);
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xs[2].Should().Be(initialFrame + 2);
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xs[3].Should().Be(initialFrame + 3);
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xs[4].Should().Be(initialFrame + 4);
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});
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[UnityTest]
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public IEnumerator TimerFrameSinglePre() => UniTask.ToCoroutine(async () =>
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{
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{
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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var initialFrame = Time.frameCount;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(0).Select(_ => Time.frameCount).ToArrayAsync();
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xs[0].Should().Be(initialFrame);
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}
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}
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{
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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var initialFrame = Time.frameCount;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(1).Select(_ =>
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{
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var t = Time.frameCount;
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public class ThreadRunner
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return t;
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{
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}).ToArrayAsync();
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Thread thread;
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public void Start(IPlayerLoopItem runner)
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xs[0].Should().Be(initialFrame + 1);
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}
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{
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{
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thread = new Thread(() =>
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await UniTask.Yield(PlayerLoopTiming.PreUpdate);
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{
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var initialFrame = Time.frameCount;
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Thread.Sleep(30);
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var xs = await UniTaskAsyncEnumerable.TimerFrame(2).Select(_ => Time.frameCount).ToArrayAsync();
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while (runner.MoveNext())
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xs[0].Should().Be(initialFrame + 2);
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{
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Thread.Sleep(30);
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}
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}
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});
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});
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thread.Start();
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}
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}
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internal class MyTimerFrame : IUniTaskAsyncEnumerable<AsyncUnit>
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[UnityTest]
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public IEnumerator TimerFrameSinglePost() => UniTask.ToCoroutine(async () =>
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{
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{
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//readonly PlayerLoopTiming updateTiming;
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readonly int dueTimeFrameCount;
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readonly int? periodFrameCount;
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public MyTimerFrame(int dueTimeFrameCount, int? periodFrameCount)
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{
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{
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//this.updateTiming = updateTiming;
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//await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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this.dueTimeFrameCount = dueTimeFrameCount;
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//var initialFrame = Time.frameCount;
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this.periodFrameCount = periodFrameCount;
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//var xs = await UniTaskAsyncEnumerable.TimerFrame(0).Select(_ => Time.frameCount).ToArrayAsync();
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//xs[0].Should().Be(initialFrame);
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}
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}
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public IUniTaskAsyncEnumerator<AsyncUnit> GetAsyncEnumerator(CancellationToken cancellationToken = default)
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{
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{
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return new _TimerFrame(dueTimeFrameCount, periodFrameCount, cancellationToken);
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//await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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var initialFrame = Time.frameCount;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(1).Select(_ => Time.frameCount).ToArrayAsync();
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xs[0].Should().Be(initialFrame + 1);
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}
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}
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class _TimerFrame : MoveNextSource, IUniTaskAsyncEnumerator<AsyncUnit>, IPlayerLoopItem
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{
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{
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readonly int dueTimeFrameCount;
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//await UniTask.Yield(PlayerLoopTiming.PostLateUpdate);
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readonly int? periodFrameCount;
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var initialFrame = Time.frameCount;
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CancellationToken cancellationToken;
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var xs = await UniTaskAsyncEnumerable.TimerFrame(2).Select(_ => Time.frameCount).ToArrayAsync();
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xs[0].Should().Be(initialFrame + 2);
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}
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});
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int initialFrame;
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int currentFrame;
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bool dueTimePhase;
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bool completed;
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bool disposed;
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ThreadRunner runner;
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|
||||||
|
|
||||||
public _TimerFrame(int dueTimeFrameCount, int? periodFrameCount, CancellationToken cancellationToken)
|
|
||||||
|
[UnityTest]
|
||||||
|
public IEnumerator Timer() => UniTask.ToCoroutine(async () =>
|
||||||
{
|
{
|
||||||
if (dueTimeFrameCount <= 0) dueTimeFrameCount = 0;
|
await UniTask.Yield(PlayerLoopTiming.PreUpdate);
|
||||||
if (periodFrameCount != null)
|
|
||||||
{
|
{
|
||||||
if (periodFrameCount <= 0) periodFrameCount = 1;
|
var initialSeconds = Time.realtimeSinceStartup;
|
||||||
|
var xs = await UniTaskAsyncEnumerable.Timer(TimeSpan.FromSeconds(2)).Select(_ => Time.realtimeSinceStartup).ToArrayAsync();
|
||||||
|
|
||||||
|
Mathf.Approximately(initialSeconds, xs[0]).Should().BeFalse();
|
||||||
|
Debug.Log("Init:" + initialSeconds);
|
||||||
|
Debug.Log("After:" + xs[0]);
|
||||||
}
|
}
|
||||||
|
});
|
||||||
//this.initialFrame = Time.frameCount;
|
|
||||||
this.dueTimePhase = true;
|
|
||||||
this.dueTimeFrameCount = dueTimeFrameCount;
|
|
||||||
this.periodFrameCount = periodFrameCount;
|
|
||||||
|
|
||||||
//TaskTracker.TrackActiveTask(this, 2);
|
|
||||||
//PlayerLoopHelper.AddAction(updateTiming, this);
|
|
||||||
|
|
||||||
runner = new ThreadRunner();
|
|
||||||
runner.Start(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public AsyncUnit Current => default;
|
|
||||||
|
|
||||||
public UniTask<bool> MoveNextAsync()
|
|
||||||
{
|
|
||||||
// return false instead of throw
|
|
||||||
if (disposed || cancellationToken.IsCancellationRequested || completed) return default;
|
|
||||||
|
|
||||||
|
|
||||||
// reset value here.
|
|
||||||
this.currentFrame = 0;
|
|
||||||
|
|
||||||
completionSource.Reset();
|
|
||||||
return new UniTask<bool>(this, completionSource.Version);
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public UniTask DisposeAsync()
|
|
||||||
{
|
|
||||||
if (!disposed)
|
|
||||||
{
|
|
||||||
disposed = true;
|
|
||||||
TaskTracker.RemoveTracking(this);
|
|
||||||
}
|
|
||||||
return default;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool MoveNext()
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("Called MoveNext");
|
|
||||||
if (disposed || cancellationToken.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("Disposing");
|
|
||||||
completionSource.TrySetResult(false);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (dueTimePhase)
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("In DueTime Phase");
|
|
||||||
if (currentFrame == 0)
|
|
||||||
{
|
|
||||||
if (dueTimeFrameCount == 0)
|
|
||||||
{
|
|
||||||
dueTimePhase = false;
|
|
||||||
completionSource.TrySetResult(true);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// skip in initial frame.
|
|
||||||
/*
|
|
||||||
UnityEngine.Debug.Log("(Init, frameConut)" + (initialFrame, Time.frameCount));
|
|
||||||
if (initialFrame == Time.frameCount)
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("Skip Here");
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
|
|
||||||
UnityEngine.Debug.Log("Which Go?");
|
|
||||||
if (++currentFrame >= dueTimeFrameCount)
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("END Go?");
|
|
||||||
dueTimePhase = false;
|
|
||||||
completionSource.TrySetResult(true);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("NG Go?");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (periodFrameCount == null)
|
|
||||||
{
|
|
||||||
UnityEngine.Debug.Log("PERIOD");
|
|
||||||
completed = true;
|
|
||||||
completionSource.TrySetResult(false);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (++currentFrame >= periodFrameCount)
|
|
||||||
{
|
|
||||||
completionSource.TrySetResult(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue