middleware sample

master
neuecc 2020-08-25 06:43:03 +09:00
parent 7718d345c8
commit f1ce64dbd3
4 changed files with 510 additions and 21 deletions

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@ -0,0 +1,471 @@
using Cysharp.Threading.Tasks;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace Cysharp.Threading.Tasks.Sample
{
//public class Sample2
//{
// public Sample2()
// {
// // デコレーターの詰まったClientを生成これは一度作ったらフィールドに保存可
// var client = new NetworkClient("http://localhost", TimeSpan.FromSeconds(10),
// new QueueRequestDecorator(),
// new LoggingDecorator(),
// new AppendTokenDecorator(),
// new SetupHeaderDecorator());
// await client.PostAsync("/User/Register", new { Id = 100 });
// }
//}
public class ReturnToTitleDecorator : IAsyncDecorator
{
public async UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
try
{
return await next(context, cancellationToken);
}
catch (Exception ex)
{
if (ex is OperationCanceledException)
{
// キャンセルはきっと想定されている処理なのでそのまんまスルー呼び出し側でOperationCanceledExceptionとして飛んでいく)
throw;
}
if (ex is UnityWebRequestException uwe)
{
// ステータスコードを使って、タイトルに戻す例外です、とかリトライさせる例外です、とかハンドリングさせると便利
// if (uwe.ResponseCode) { }...
}
// サーバー例外のMessageを直接出すなんて乱暴なことはデバッグ時だけですよ勿論。
var result = await MessageDialog.ShowAsync(ex.Message);
// OK か Cancelかで分岐するなら。今回はボタン一個、OKのみの想定なので無視
// if (result == DialogResult.Ok) { }...
// シーン呼び出しはawaitしないことawaitして正常終了しちゃうと、この通信の呼び出し元に処理が戻って続行してしまいます
// のでForget。
SceneManager.LoadSceneAsync("TitleScene").ToUniTask().Forget();
// そしてOperationCanceledExceptionを投げて、この通信の呼び出し元の処理はキャンセル扱いにして終了させる
throw new OperationCanceledException();
}
}
}
public enum DialogResult
{
Ok,
Cancel
}
public static class MessageDialog
{
public static async UniTask<DialogResult> ShowAsync(string message)
{
// (例えば)Prefabで作っておいたダイアログを生成する
var view = await Resources.LoadAsync("Prefabs/Dialog");
// Ok, Cancelボタンのどちらかが押されるのを待機
return await (view as GameObject).GetComponent<MessageDialogView>().ClickResult;
}
}
public class MessageDialogView : MonoBehaviour
{
[SerializeField] Button okButton = default;
[SerializeField] Button closeButton = default;
UniTaskCompletionSource<DialogResult> taskCompletion;
// これでどちらかが押されるまで無限に待つを表現
public UniTask<DialogResult> ClickResult => taskCompletion.Task;
private void Start()
{
taskCompletion = new UniTaskCompletionSource<DialogResult>();
okButton.onClick.AddListener(() =>
{
taskCompletion.TrySetResult(DialogResult.Ok);
});
closeButton.onClick.AddListener(() =>
{
taskCompletion.TrySetResult(DialogResult.Cancel);
});
}
// もしボタンが押されずに消滅した場合にネンノタメ。
private void OnDestroy()
{
taskCompletion.TrySetResult(DialogResult.Cancel);
}
}
public class MockDecorator : IAsyncDecorator
{
Dictionary<string, object> mock;
// Pathと型を1:1にして事前定義したオブジェクトを返す辞書を渡す
public MockDecorator(Dictionary<string, object> mock)
{
this.mock = mock;
}
public UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
if (mock.TryGetValue(context.Path, out var value))
{
// 一致したものがあればそれを返す(実際の通信は行わない)
return new UniTask<ResponseContext>(new ResponseContext(value));
}
else
{
return next(context, cancellationToken);
}
}
}
public class LoggingDecorator : IAsyncDecorator
{
public async UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
var sw = Stopwatch.StartNew();
try
{
UnityEngine.Debug.Log("Start Network Request:" + context.Path);
var response = await next(context, cancellationToken);
UnityEngine.Debug.Log($"Complete Network Request: {context.Path} , Elapsed: {sw.Elapsed}, Size: {response.GetRawData().Length}");
return response;
}
catch (Exception ex)
{
if (ex is OperationCanceledException)
{
UnityEngine.Debug.Log("Request Canceled:" + context.Path);
}
else if (ex is TimeoutException)
{
UnityEngine.Debug.Log("Request Timeout:" + context.Path);
}
else if (ex is UnityWebRequestException webex)
{
if (webex.IsHttpError)
{
UnityEngine.Debug.Log($"Request HttpError: {context.Path} Code:{webex.ResponseCode} Message:{webex.Message}");
}
else if (webex.IsNetworkError)
{
UnityEngine.Debug.Log($"Request NetworkError: {context.Path} Code:{webex.ResponseCode} Message:{webex.Message}");
}
}
throw;
}
finally
{
/* log other */
}
}
}
public class SetupHeaderDecorator : IAsyncDecorator
{
public async UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
context.RequestHeaders["x-app-timestamp"] = context.Timestamp.ToString();
context.RequestHeaders["x-user-id"] = "132141411"; // どこかから持ってくる
context.RequestHeaders["x-access-token"] = "fafafawfafewaea"; // どこかから持ってくる2
var respsonse = await next(context, cancellationToken);
var nextToken = respsonse.ResponseHeaders["token"];
// UserProfile.Token = nextToken; // どこかにセットするということにする
return respsonse;
}
}
public class AppendTokenDecorator : IAsyncDecorator
{
public async UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
string token = "token"; // どっかから取ってくるということにする
RETRY:
try
{
context.RequestHeaders["x-accesss-token"] = token;
return await next(context, cancellationToken);
}
catch (UnityWebRequestException ex)
{
// 例えば700はTokenを再取得してください的な意味だったとする
if (ex.ResponseCode == 700)
{
// 別口でTokenを取得します的な処理
var newToken = await new NetworkClient(context.BasePath, context.Timeout).PostAsync<string>("/Auth/GetToken", "access_token", cancellationToken);
context.Reset(this);
goto RETRY;
}
goto RETRY;
}
}
}
public class QueueRequestDecorator : IAsyncDecorator
{
readonly Queue<(UniTaskCompletionSource<ResponseContext>, RequestContext, CancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>>)> q = new Queue<(UniTaskCompletionSource<ResponseContext>, RequestContext, CancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>>)>();
bool running;
public async UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next)
{
if (q.Count == 0)
{
return await next(context, cancellationToken);
}
else
{
var completionSource = new UniTaskCompletionSource<ResponseContext>();
q.Enqueue((completionSource, context, cancellationToken, next));
if (!running)
{
Run().Forget();
}
return await completionSource.Task;
}
}
async UniTaskVoid Run()
{
running = true;
try
{
while (q.Count != 0)
{
var (tcs, context, cancellationToken, next) = q.Dequeue();
try
{
var response = await next(context, cancellationToken);
tcs.TrySetResult(response);
}
catch (Exception ex)
{
tcs.TrySetException(ex);
}
}
}
finally
{
running = false;
}
}
}
public class RequestContext
{
int decoratorIndex;
readonly IAsyncDecorator[] decorators;
Dictionary<string, string> headers;
public string BasePath { get; }
public string Path { get; }
public object Value { get; }
public TimeSpan Timeout { get; }
public DateTimeOffset Timestamp { get; private set; }
public IDictionary<string, string> RequestHeaders
{
get
{
if (headers == null)
{
headers = new Dictionary<string, string>();
}
return headers;
}
}
public RequestContext(string basePath, string path, object value, TimeSpan timeout, IAsyncDecorator[] filters)
{
this.decoratorIndex = -1;
this.decorators = filters;
this.BasePath = basePath;
this.Path = path;
this.Value = value;
this.Timeout = timeout;
this.Timestamp = DateTimeOffset.UtcNow;
}
internal Dictionary<string, string> GetRawHeaders() => headers;
internal IAsyncDecorator GetNextDecorator() => decorators[++decoratorIndex];
public void Reset(IAsyncDecorator currentFilter)
{
decoratorIndex = Array.IndexOf(decorators, currentFilter);
if (headers != null)
{
headers.Clear();
}
Timestamp = DateTimeOffset.UtcNow;
}
}
public class ResponseContext
{
bool hasValue;
object value;
readonly byte[] bytes;
public long StatusCode { get; }
public Dictionary<string, string> ResponseHeaders { get; }
public ResponseContext(object value, Dictionary<string, string> header = null)
{
this.hasValue = true;
this.value = value;
this.StatusCode = 200;
this.ResponseHeaders = (header ?? new Dictionary<string, string>());
}
public ResponseContext(byte[] bytes, long statusCode, Dictionary<string, string> responseHeaders)
{
this.hasValue = false;
this.bytes = bytes;
this.StatusCode = statusCode;
this.ResponseHeaders = responseHeaders;
}
public byte[] GetRawData() => bytes;
public T GetResponseAs<T>()
{
if (hasValue)
{
return (T)value;
}
value = JsonUtility.FromJson<T>(Encoding.UTF8.GetString(bytes));
hasValue = true;
return (T)value;
}
}
public interface IAsyncDecorator
{
UniTask<ResponseContext> SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next);
}
public class NetworkClient : IAsyncDecorator
{
readonly Func<RequestContext, CancellationToken, UniTask<ResponseContext>> next;
readonly IAsyncDecorator[] decorators;
readonly TimeSpan timeout;
readonly IProgress<float> progress;
readonly string basePath;
public NetworkClient(string basePath, TimeSpan timeout, params IAsyncDecorator[] decorators)
: this(basePath, timeout, null, decorators)
{
}
public NetworkClient(string basePath, TimeSpan timeout, IProgress<float> progress, params IAsyncDecorator[] decorators)
{
this.next = InvokeRecursive; // setup delegate
this.basePath = basePath;
this.timeout = timeout;
this.progress = progress;
this.decorators = new IAsyncDecorator[decorators.Length + 1];
Array.Copy(decorators, this.decorators, decorators.Length);
this.decorators[this.decorators.Length - 1] = this;
}
public async UniTask<T> PostAsync<T>(string path, T value, CancellationToken cancellationToken = default)
{
var request = new RequestContext(basePath, path, value, timeout, decorators);
var response = await InvokeRecursive(request, cancellationToken);
return response.GetResponseAs<T>();
}
UniTask<ResponseContext> InvokeRecursive(RequestContext context, CancellationToken cancellationToken)
{
return context.GetNextDecorator().SendAsync(context, cancellationToken, next); // マジカル再帰処理
}
async UniTask<ResponseContext> IAsyncDecorator.SendAsync(RequestContext context, CancellationToken cancellationToken, Func<RequestContext, CancellationToken, UniTask<ResponseContext>> _)
{
// Postしか興味ないからPostにしかしないよ
// パフォーマンスを最大限にしたい場合はuploadHandler, downloadHandlerをカスタマイズすること
// JSONでbodyに送るというパラメータで送るという雑設定。
var data = JsonUtility.ToJson(context.Value);
var formData = new Dictionary<string, string> { { "body", data } };
using (var req = UnityWebRequest.Post(basePath + context.Path, formData))
{
var header = context.GetRawHeaders();
if (header != null)
{
foreach (var item in header)
{
req.SetRequestHeader(item.Key, item.Value);
}
}
// Timeout処理はCancellationTokenSourceのCancelAfterSlim(UniTask拡張)を使ってサクッと処理
var linkToken = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
linkToken.CancelAfterSlim(timeout);
try
{
// 完了待ちや終了処理はUniTaskの拡張自体に丸投げ
await req.SendWebRequest().ToUniTask(progress: progress, cancellationToken: linkToken.Token);
}
catch (OperationCanceledException)
{
// 元キャンセレーションソースがキャンセルしてなければTimeoutによるものと判定
if (!cancellationToken.IsCancellationRequested)
{
throw new TimeoutException();
}
}
finally
{
// Timeoutに引っかからなかった場合にてるのでCancelAfterSlimの裏で回ってるループをこれで終わらせとく
if (!linkToken.IsCancellationRequested)
{
linkToken.Cancel();
}
}
// UnityWebRequestを先にDisposeしちゃうので先に必要なものを取得しておく性能的には無駄なのでパフォーマンスを最大限にしたい場合は更に一工夫を
return new ResponseContext(req.downloadHandler.data, req.responseCode, req.GetResponseHeaders());
}
}
}
}

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@ -17,6 +17,8 @@ using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Rendering;
using System.IO;
using System.Linq.Expressions;
using Cysharp.Threading.Tasks.Sample;
// using DG.Tweening;
@ -493,9 +495,11 @@ public class SandboxMain : MonoBehaviour
async UniTaskVoid Start()
{
RunStandardTaskAsync();
//Expression.Lambda<Func<int>>(null).Compile(true);
UnityEngine.Debug.Log("UniTaskPlayerLoop ready? " + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
//RunStandardTaskAsync();
//UnityEngine.Debug.Log("UniTaskPlayerLoop ready? " + PlayerLoopHelper.IsInjectedUniTaskPlayerLoop());
//var url = "http://google.com/404";
//var webRequestAsyncOperation = UnityWebRequest.Get(url).SendWebRequest();
@ -524,8 +528,23 @@ public class SandboxMain : MonoBehaviour
//UniTask.Delay(TimeSpan.FromSeconds(3)).
//okButton.onClick.AddListener(UniTask.UnityAction(async () =>
//{
okButton.onClick.AddListener(UniTask.UnityAction(async () =>
{
var client = new NetworkClient("http://localhost:5000", TimeSpan.FromSeconds(2),
new QueueRequestDecorator(),
new LoggingDecorator());
//new AppendTokenDecorator(),
//new SetupHeaderDecorator());
await client.PostAsync("", new { Id = 100 });
}));
// _ = ExecuteAsync();
// await UniTask.Yield();

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@ -111,6 +111,8 @@ PlayerSettings:
switchNVNShaderPoolsGranularity: 33554432
switchNVNDefaultPoolsGranularity: 16777216
switchNVNOtherPoolsGranularity: 16777216
stadiaPresentMode: 0
stadiaTargetFramerate: 0
vulkanNumSwapchainBuffers: 3
vulkanEnableSetSRGBWrite: 0
m_SupportedAspectRatios:
@ -191,22 +193,6 @@ PlayerSettings:
uIStatusBarHidden: 1
uIExitOnSuspend: 0
uIStatusBarStyle: 0
iPhoneSplashScreen: {fileID: 0}
iPhoneHighResSplashScreen: {fileID: 0}
iPhoneTallHighResSplashScreen: {fileID: 0}
iPhone47inSplashScreen: {fileID: 0}
iPhone55inPortraitSplashScreen: {fileID: 0}
iPhone55inLandscapeSplashScreen: {fileID: 0}
iPhone58inPortraitSplashScreen: {fileID: 0}
iPhone58inLandscapeSplashScreen: {fileID: 0}
iPadPortraitSplashScreen: {fileID: 0}
iPadHighResPortraitSplashScreen: {fileID: 0}
iPadLandscapeSplashScreen: {fileID: 0}
iPadHighResLandscapeSplashScreen: {fileID: 0}
iPhone65inPortraitSplashScreen: {fileID: 0}
iPhone65inLandscapeSplashScreen: {fileID: 0}
iPhone61inPortraitSplashScreen: {fileID: 0}
iPhone61inLandscapeSplashScreen: {fileID: 0}
appleTVSplashScreen: {fileID: 0}
appleTVSplashScreen2x: {fileID: 0}
tvOSSmallIconLayers: []
@ -566,7 +552,8 @@ PlayerSettings:
scriptingRuntimeVersion: 1
gcIncremental: 0
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform: {}
apiCompatibilityLevelPerPlatform:
Standalone: 6
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: Template_2D
@ -621,6 +608,7 @@ PlayerSettings:
XboxOnePersistentLocalStorageSize: 0
XboxOneXTitleMemory: 8
XboxOneOverrideIdentityName:
XboxOneOverrideIdentityPublisher:
vrEditorSettings:
daydream:
daydreamIconForeground: {fileID: 0}