Merge pull request #24 from yKimisaki/feature/ToUniTaskForAssetBundleResquest
Add ToUniTask for AssetBundleRequest.master
commit
d6a7dd9fc5
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@ -59,6 +59,30 @@ namespace UniRx.Async
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return new UniTask<UnityEngine.Object>(awaiter);
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}
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public static AssetBundleRequestAwaiter GetAwaiter(this AssetBundleRequest resourceRequest)
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{
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Error.ThrowArgumentNullException(resourceRequest, nameof(resourceRequest));
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return new AssetBundleRequestAwaiter(resourceRequest);
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}
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public static UniTask<UnityEngine.Object> ToUniTask(this AssetBundleRequest resourceRequest)
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{
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Error.ThrowArgumentNullException(resourceRequest, nameof(resourceRequest));
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return new UniTask<UnityEngine.Object>(new AssetBundleRequestAwaiter(resourceRequest));
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}
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public static UniTask<UnityEngine.Object> ConfigureAwait(this AssetBundleRequest resourceRequest, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update, CancellationToken cancellation = default(CancellationToken))
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{
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Error.ThrowArgumentNullException(resourceRequest, nameof(resourceRequest));
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var awaiter = new AssetBundleRequestConfiguredAwaiter(resourceRequest, progress, cancellation);
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if (!awaiter.IsCompleted)
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{
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PlayerLoopHelper.AddAction(timing, awaiter);
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}
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return new UniTask<UnityEngine.Object>(awaiter);
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}
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#if ENABLE_WWW
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#if UNITY_2018_3_OR_NEWER
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@ -443,6 +467,166 @@ namespace UniRx.Async
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}
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}
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public struct AssetBundleRequestAwaiter : IAwaiter<UnityEngine.Object>
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{
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AssetBundleRequest asyncOperation;
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Action<AsyncOperation> continuationAction;
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AwaiterStatus status;
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UnityEngine.Object result;
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public AssetBundleRequestAwaiter(AssetBundleRequest asyncOperation)
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{
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this.status = asyncOperation.isDone ? AwaiterStatus.Succeeded : AwaiterStatus.Pending;
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this.asyncOperation = (this.status.IsCompleted()) ? null : asyncOperation;
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this.result = (this.status.IsCompletedSuccessfully()) ? asyncOperation.asset : null;
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this.continuationAction = null;
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}
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public bool IsCompleted => status.IsCompleted();
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public AwaiterStatus Status => status;
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public UnityEngine.Object GetResult()
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{
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if (status == AwaiterStatus.Succeeded) return this.result;
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if (status == AwaiterStatus.Pending)
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{
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// first timing of call
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if (asyncOperation.isDone)
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{
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status = AwaiterStatus.Succeeded;
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}
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else
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{
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Error.ThrowNotYetCompleted();
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}
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}
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this.result = asyncOperation.asset;
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if (continuationAction != null)
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{
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asyncOperation.completed -= continuationAction;
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asyncOperation = null; // remove reference.
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continuationAction = null;
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}
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else
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{
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asyncOperation = null; // remove reference.
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}
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return this.result;
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}
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void IAwaiter.GetResult() => GetResult();
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public void OnCompleted(Action continuation)
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{
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UnsafeOnCompleted(continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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Error.ThrowWhenContinuationIsAlreadyRegistered(continuationAction);
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continuationAction = continuation.AsFuncOfT<AsyncOperation>();
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asyncOperation.completed += continuationAction;
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}
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}
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class AssetBundleRequestConfiguredAwaiter : IAwaiter<UnityEngine.Object>, IPlayerLoopItem
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{
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AssetBundleRequest asyncOperation;
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IProgress<float> progress;
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CancellationToken cancellationToken;
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AwaiterStatus status;
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Action continuation;
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UnityEngine.Object result;
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public AssetBundleRequestConfiguredAwaiter(AssetBundleRequest asyncOperation, IProgress<float> progress, CancellationToken cancellationToken)
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{
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this.status = cancellationToken.IsCancellationRequested ? AwaiterStatus.Canceled
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: asyncOperation.isDone ? AwaiterStatus.Succeeded
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: AwaiterStatus.Pending;
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if (this.status.IsCompletedSuccessfully()) this.result = asyncOperation.asset;
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if (this.status.IsCompleted()) return;
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this.asyncOperation = asyncOperation;
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this.progress = progress;
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this.cancellationToken = cancellationToken;
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this.continuation = null;
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this.result = null;
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TaskTracker.TrackActiveTask(this, 2);
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}
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public bool IsCompleted => status.IsCompleted();
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public AwaiterStatus Status => status;
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void IAwaiter.GetResult() => GetResult();
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public UnityEngine.Object GetResult()
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{
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if (status == AwaiterStatus.Succeeded) return this.result;
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if (status == AwaiterStatus.Canceled)
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{
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Error.ThrowOperationCanceledException();
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}
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return Error.ThrowNotYetCompleted<UnityEngine.Object>();
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}
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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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InvokeContinuation(AwaiterStatus.Canceled);
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return false;
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}
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if (progress != null)
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{
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progress.Report(asyncOperation.progress);
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}
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if (asyncOperation.isDone)
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{
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this.result = asyncOperation.asset;
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InvokeContinuation(AwaiterStatus.Succeeded);
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return false;
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}
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return true;
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}
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void InvokeContinuation(AwaiterStatus status)
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{
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this.status = status;
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var cont = this.continuation;
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// cleanup
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TaskTracker.RemoveTracking(this);
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this.continuation = null;
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this.cancellationToken = CancellationToken.None;
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this.progress = null;
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this.asyncOperation = null;
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if (cont != null) cont.Invoke();
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}
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public void OnCompleted(Action continuation)
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{
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Error.ThrowWhenContinuationIsAlreadyRegistered(this.continuation);
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this.continuation = continuation;
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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Error.ThrowWhenContinuationIsAlreadyRegistered(this.continuation);
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this.continuation = continuation;
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}
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}
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#if ENABLE_WWW
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#if UNITY_2018_3_OR_NEWER
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