Add UniTaskSynchronizationContext, PlayerLoopHelper.IsInjectedUniTaskPlayerLoop, DumpCurrentPlayerLoop
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db7ddba735
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README.md
27
README.md
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@ -384,6 +384,16 @@ var playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
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PlayerLoopHelper.Initialize(ref playerLoop);
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```
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You can diagnostic UniTask's player loop is ready by `PlayerLoopHelper.IsInjectedUniTaskPlayerLoop()`. And also `PlayerLoopHelper.DumpCurrentPlayerLoop` shows current all playerloop to console.
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```csharp
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void Start()
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{
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UnityEngine.Debug.Log("UniTaskPlayerLoop ready? " + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
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PlayerLoopHelper.DumpCurrentPlayerLoop();
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}
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```
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async void vs async UniTaskVoid
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---
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`async void` is a standard C# task system so does not run on UniTask systems. It is better not to use. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and report error immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require to await it(fire and forget), use `UniTaskVoid` is better. Unfortunately to dismiss warning, require to using with `Forget()`.
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@ -826,6 +836,23 @@ foreach (var (type, size) in TaskPool.GetCacheSizeInfo())
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> In UnityEditor profiler shows allocation of compiler generated AsyncStateMachine but it only occurs in debug(development) build. C# Compiler generate AsyncStateMachine as class on Debug build and as struct on Release build.
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UniTaskSynchronizationContext
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---
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Unity's default SynchronizationContext(`UnitySynchronizationContext`) is poor implementation for performance. UniTask itself is bypass `SynchronizationContext`(and `ExecutionContext`) so does not use it but if exists in `async Task`, still used it. `UniTaskSynchronizationContext` is replacement of `UnitySynchronizationContext`, it is better for performance.
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```csharp
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public class SyncContextInjecter
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void Inject()
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{
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SynchronizationContext.SetSynchronizationContext(new UniTaskSynchronizationContext());
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}
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}
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```
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This is an optional choice and is not always recommended; `UniTaskSynchronizationContext` is less performance than `async UniTask` and is not a complete UniTask replacement. It also does not guarantee full behavioral compatibility with the `UnitySynchronizationContext`.
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API References
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---
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UniTask's API References is hosted at [cysharp.github.io/UniTask](https://cysharp.github.io/UniTask/api/Cysharp.Threading.Tasks.html) by [DocFX](https://dotnet.github.io/docfx/) and [Cysharp/DocfXTemplate](https://github.com/Cysharp/DocfxTemplate).
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@ -175,6 +175,32 @@ namespace Cysharp.Threading.Tasks
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return dest;
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}
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static PlayerLoopSystem[] InsertUniTaskSynchronizationContext(PlayerLoopSystem loopSystem)
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{
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var loop = new PlayerLoopSystem
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{
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type = typeof(UniTaskSynchronizationContext),
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updateDelegate = UniTaskSynchronizationContext.Run
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};
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// Remove items from previous initializations.
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var source = loopSystem.subSystemList
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.Where(ls => ls.type != typeof(UniTaskSynchronizationContext))
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.ToArray();
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var dest = new System.Collections.Generic.List<PlayerLoopSystem>(source);
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var index = dest.FindIndex(x => x.type.Name == "ScriptRunDelayedTasks");
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if (index == -1)
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{
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index = dest.FindIndex(x => x.type.Name == "UniTaskLoopRunnerUpdate");
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}
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dest.Insert(index + 1, loop);
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return dest.ToArray();
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void Init()
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{
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@ -246,6 +272,8 @@ namespace Cysharp.Threading.Tasks
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if (item != null) item.Run();
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}
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}
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UniTaskSynchronizationContext.Run();
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}
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#endif
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@ -293,6 +321,9 @@ namespace Cysharp.Threading.Tasks
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerPostLateUpdate), runners[12] = new PlayerLoopRunner(PlayerLoopTiming.PostLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPostLateUpdate), runners[13] = new PlayerLoopRunner(PlayerLoopTiming.LastPostLateUpdate));
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// Insert UniTaskSynchronizationContext to Update loop
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copyList[4].subSystemList = InsertUniTaskSynchronizationContext(copyList[4]);
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playerLoop.subSystemList = copyList;
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PlayerLoop.SetPlayerLoop(playerLoop);
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}
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@ -306,6 +337,56 @@ namespace Cysharp.Threading.Tasks
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{
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yielders[(int)timing].Enqueue(continuation);
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}
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// Diagnostics helper
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#if UNITY_2019_3_OR_NEWER
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public static void DumpCurrentPlayerLoop()
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{
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
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var sb = new System.Text.StringBuilder();
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sb.AppendLine($"PlayerLoop List");
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foreach (var header in playerLoop.subSystemList)
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{
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sb.AppendFormat("------{0}------", header.type.Name);
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sb.AppendLine();
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foreach (var subSystem in header.subSystemList)
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{
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sb.AppendFormat("{0}", subSystem.type.Name);
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sb.AppendLine();
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if (subSystem.subSystemList != null)
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{
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UnityEngine.Debug.LogWarning("More Subsystem:" + subSystem.subSystemList.Length);
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}
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}
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}
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UnityEngine.Debug.Log(sb.ToString());
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}
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public static bool IsInjectedUniTaskPlayerLoop()
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{
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
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foreach (var header in playerLoop.subSystemList)
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{
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foreach (var subSystem in header.subSystemList)
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{
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if (subSystem.type == typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization))
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{
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return true;
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}
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}
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}
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return false;
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}
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#endif
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}
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}
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@ -0,0 +1,158 @@
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using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Cysharp.Threading.Tasks
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{
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public class UniTaskSynchronizationContext : SynchronizationContext
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{
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const int MaxArrayLength = 0X7FEFFFFF;
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const int InitialSize = 16;
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static SpinLock gate = new SpinLock();
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static bool dequing = false;
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static int actionListCount = 0;
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static Callback[] actionList = new Callback[InitialSize];
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static int waitingListCount = 0;
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static Callback[] waitingList = new Callback[InitialSize];
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static int opCount;
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public override void Send(SendOrPostCallback d, object state)
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{
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d(state);
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}
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public override void Post(SendOrPostCallback d, object state)
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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if (dequing)
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{
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// Ensure Capacity
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if (waitingList.Length == waitingListCount)
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{
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var newLength = waitingListCount * 2;
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if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
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var newArray = new Callback[newLength];
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Array.Copy(waitingList, newArray, waitingListCount);
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waitingList = newArray;
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}
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waitingList[waitingListCount] = new Callback(d, state);
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waitingListCount++;
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}
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else
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{
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// Ensure Capacity
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if (actionList.Length == actionListCount)
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{
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var newLength = actionListCount * 2;
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if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
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var newArray = new Callback[newLength];
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Array.Copy(actionList, newArray, actionListCount);
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actionList = newArray;
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}
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actionList[actionListCount] = new Callback(d, state);
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actionListCount++;
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}
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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public override void OperationStarted()
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{
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Interlocked.Increment(ref opCount);
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}
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public override void OperationCompleted()
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{
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Interlocked.Decrement(ref opCount);
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}
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public override SynchronizationContext CreateCopy()
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{
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return this;
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}
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// delegate entrypoint.
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internal static void Run()
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{
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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if (actionListCount == 0) return;
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dequing = true;
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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for (int i = 0; i < actionListCount; i++)
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{
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var action = actionList[i];
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actionList[i] = default;
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action.Invoke();
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}
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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dequing = false;
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var swapTempActionList = actionList;
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actionListCount = waitingListCount;
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actionList = waitingList;
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waitingListCount = 0;
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waitingList = swapTempActionList;
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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}
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[StructLayout(LayoutKind.Auto)]
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readonly struct Callback
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{
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readonly SendOrPostCallback callback;
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readonly object state;
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public Callback(SendOrPostCallback callback, object state)
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{
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this.callback = callback;
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this.state = state;
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}
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public void Invoke()
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{
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try
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{
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callback(state);
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}
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catch (Exception ex)
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{
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UnityEngine.Debug.LogException(ex);
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}
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: abf3aae9813db2849bce518f8596e920
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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