192 lines
7.7 KiB
C#
192 lines
7.7 KiB
C#
#if CSHARP_7_OR_LATER || (UNITY_2018_3_OR_NEWER && (NET_STANDARD_2_0 || NET_4_6))
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
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using System;
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using System.Linq;
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using UnityEngine;
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using UniRx.Async.Internal;
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using System.Threading;
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#if UNITY_2019_3_OR_NEWER
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using UnityEngine.LowLevel;
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#else
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using UnityEngine.Experimental.LowLevel;
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#endif
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UniRx.Async
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{
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public static class UniTaskLoopRunners
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{
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public struct UniTaskLoopRunnerInitialization { };
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public struct UniTaskLoopRunnerEarlyUpdate { };
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public struct UniTaskLoopRunnerFixedUpdate { };
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public struct UniTaskLoopRunnerPreUpdate { };
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public struct UniTaskLoopRunnerUpdate { };
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public struct UniTaskLoopRunnerPreLateUpdate { };
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public struct UniTaskLoopRunnerPostLateUpdate { };
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// Yield
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public struct UniTaskLoopRunnerYieldInitialization { };
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public struct UniTaskLoopRunnerYieldEarlyUpdate { };
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public struct UniTaskLoopRunnerYieldFixedUpdate { };
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public struct UniTaskLoopRunnerYieldPreUpdate { };
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public struct UniTaskLoopRunnerYieldUpdate { };
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public struct UniTaskLoopRunnerYieldPreLateUpdate { };
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public struct UniTaskLoopRunnerYieldPostLateUpdate { };
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}
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public enum PlayerLoopTiming
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{
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Initialization = 0,
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EarlyUpdate = 1,
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FixedUpdate = 2,
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PreUpdate = 3,
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Update = 4,
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PreLateUpdate = 5,
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PostLateUpdate = 6
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}
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public interface IPlayerLoopItem
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{
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bool MoveNext();
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}
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public static class PlayerLoopHelper
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{
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public static SynchronizationContext UnitySynchronizationContext => unitySynchronizationContetext;
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public static int MainThreadId => mainThreadId;
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static int mainThreadId;
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static SynchronizationContext unitySynchronizationContetext;
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static ContinuationQueue[] yielders;
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static PlayerLoopRunner[] runners;
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static PlayerLoopSystem[] InsertRunner(PlayerLoopSystem loopSystem, Type loopRunnerYieldType,
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ContinuationQueue cq, Type loopRunnerType, PlayerLoopRunner runner)
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{
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += (state) =>
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{
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if (state == PlayModeStateChange.EnteredEditMode ||
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state == PlayModeStateChange.EnteredPlayMode) return;
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if (runner != null)
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runner.Clear();
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if (cq != null)
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cq.Clear();
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};
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#endif
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var yieldLoop = new PlayerLoopSystem
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{
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type = loopRunnerYieldType,
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updateDelegate = cq.Run
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};
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var runnerLoop = new PlayerLoopSystem
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{
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type = loopRunnerType,
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updateDelegate = runner.Run
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};
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var source = loopSystem.subSystemList // Remove items from previous initializations.
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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[1] = runnerLoop;
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return dest;
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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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// capture default(unity) sync-context.
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unitySynchronizationContetext = SynchronizationContext.Current;
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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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#endif
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var playerLoop =
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#if UNITY_2019_3_OR_NEWER
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PlayerLoop.GetCurrentPlayerLoop();
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#else
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PlayerLoop.GetDefaultPlayerLoop();
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#endif
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Initialize(ref playerLoop);
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}
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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static void InitOnEditor()
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{
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//Execute the play mode init method
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Init();
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//register an Editor update delegate, used to forcing playerLoop update
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EditorApplication.update += ForceEditorPlayerLoopUpdate;
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}
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private static void ForceEditorPlayerLoopUpdate()
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{
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if (EditorApplication.isPlayingOrWillChangePlaymode || EditorApplication.isCompiling ||
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EditorApplication.isUpdating)
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{
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// Not in Edit mode, don't interfere
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return;
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}
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//force unity to update PlayerLoop callbacks
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EditorApplication.QueuePlayerLoopUpdate();
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}
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#endif
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public static void Initialize(ref PlayerLoopSystem playerLoop)
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{
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yielders = new ContinuationQueue[7];
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runners = new PlayerLoopRunner[7];
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var copyList = playerLoop.subSystemList.ToArray();
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copyList[0].subSystemList = InsertRunner(copyList[0], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldInitialization), yielders[0] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization), runners[0] = new PlayerLoopRunner());
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copyList[1].subSystemList = InsertRunner(copyList[1], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldEarlyUpdate), yielders[1] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerEarlyUpdate), runners[1] = new PlayerLoopRunner());
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copyList[2].subSystemList = InsertRunner(copyList[2], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldFixedUpdate), yielders[2] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerFixedUpdate), runners[2] = new PlayerLoopRunner());
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copyList[3].subSystemList = InsertRunner(copyList[3], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreUpdate), yielders[3] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreUpdate), runners[3] = new PlayerLoopRunner());
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copyList[4].subSystemList = InsertRunner(copyList[4], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldUpdate), yielders[4] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerUpdate), runners[4] = new PlayerLoopRunner());
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copyList[5].subSystemList = InsertRunner(copyList[5], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreLateUpdate), yielders[5] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreLateUpdate), runners[5] = new PlayerLoopRunner());
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copyList[6].subSystemList = InsertRunner(copyList[6], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPostLateUpdate), yielders[6] = new ContinuationQueue(), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPostLateUpdate), runners[6] = new PlayerLoopRunner());
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playerLoop.subSystemList = copyList;
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PlayerLoop.SetPlayerLoop(playerLoop);
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}
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public static void AddAction(PlayerLoopTiming timing, IPlayerLoopItem action)
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{
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runners[(int)timing].AddAction(action);
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}
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public static void AddContinuation(PlayerLoopTiming timing, Action continuation)
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{
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yielders[(int)timing].Enqueue(continuation);
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}
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}
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}
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#endif |