support disable domain reload
When domain reload is disabled, re-initialization is required when entering play mode; otherwise, pending tasks will leak between play mode sessions.master
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50ba93f951
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ecd678117e
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@ -96,8 +96,10 @@ namespace UniRx.Async
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#endif
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#endif
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};
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};
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var dest = new PlayerLoopSystem[loopSystem.subSystemList.Length + 2];
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var source = loopSystem.subSystemList // Remove items form previous initializations.
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Array.Copy(loopSystem.subSystemList, 0, dest, 2, loopSystem.subSystemList.Length);
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.Where(ls => ls.type != loopRunnerYieldType && ls.type != loopRunnerType).ToArray();
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var dest = new PlayerLoopSystem[source.Length + 2];
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Array.Copy(source, 0, dest, 2, source.Length);
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dest[0] = yieldLoop;
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dest[0] = yieldLoop;
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dest[1] = runnerLoop;
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dest[1] = runnerLoop;
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return dest;
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return dest;
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@ -110,7 +112,15 @@ namespace UniRx.Async
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unitySynchronizationContetext = SynchronizationContext.Current;
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unitySynchronizationContetext = SynchronizationContext.Current;
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mainThreadId = Thread.CurrentThread.ManagedThreadId;
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mainThreadId = Thread.CurrentThread.ManagedThreadId;
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#if UNITY_EDITOR && UNITY_2019_3_OR_NEWER
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// When domain reload is disabled, re-initialization is required when entering play mode;
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// otherwise, pending tasks will leak between play mode sessions.
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var domainReloadDisabled = UnityEditor.EditorSettings.enterPlayModeOptionsEnabled &&
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UnityEditor.EditorSettings.enterPlayModeOptions.HasFlag(UnityEditor.EnterPlayModeOptions.DisableDomainReload);
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if (!domainReloadDisabled && runners != null) return;
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#else
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if (runners != null) return; // already initialized
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if (runners != null) return; // already initialized
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#endif
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var playerLoop =
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var playerLoop =
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#if UNITY_2019_3_OR_NEWER
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#if UNITY_2019_3_OR_NEWER
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