297 lines
6.9 KiB
C#
297 lines
6.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UniRx.Async;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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public struct MyJob : IJob
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{
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public int loopCount;
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public NativeArray<int> inOut;
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public int result;
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public void Execute()
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{
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result = 0;
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for (int i = 0; i < loopCount; i++)
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{
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result++;
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}
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inOut[0] = result;
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}
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}
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public class SandboxMain : MonoBehaviour
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{
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public Button okButton;
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public Button cancelButton;
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public Text text;
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CancellationTokenSource cts;
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UniTaskCompletionSource ucs;
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async UniTask RunStandardDelayAsync()
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{
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UnityEngine.Debug.Log("DEB");
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await UniTask.DelayFrame(30);
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UnityEngine.Debug.Log("DEB END");
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}
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async UniTask RunJobAsync()
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{
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var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) };
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JobHandle.ScheduleBatchedJobs();
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var scheduled = job.Schedule();
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UnityEngine.Debug.Log("OK");
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await scheduled; // .ConfigureAwait(PlayerLoopTiming.Update); // .WaitAsync(PlayerLoopTiming.Update);
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UnityEngine.Debug.Log("OK2");
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job.inOut.Dispose();
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}
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void Start()
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{
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Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.Full);
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Application.SetStackTraceLogType(LogType.Exception, StackTraceLogType.Full);
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
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ShowPlayerLoop.DumpPlayerLoop("Current", playerLoop);
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RunStandardDelayAsync().Forget();
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//for (int i = 0; i < 14; i++)
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//{
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// TimingDump((PlayerLoopTiming)i).Forget();
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//}
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//StartCoroutine(CoroutineDump("yield WaitForEndOfFrame", new WaitForEndOfFrame()));
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//StartCoroutine(CoroutineDump("yield WaitForFixedUpdate", new WaitForFixedUpdate()));
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//StartCoroutine(CoroutineDump("yield null", null));
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// -----
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RunJobAsync().Forget();
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//var cor = UniTask.ToCoroutine(async () =>
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// {
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// var job = new MyJob() { loopCount = 999, inOut = new NativeArray<int>(1, Allocator.TempJob) };
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// JobHandle.ScheduleBatchedJobs();
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// await job.Schedule().WaitAsync(PlayerLoopTiming.Update);
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// job.inOut.Dispose();
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// });
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//StartCoroutine(cor);
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Application.logMessageReceived += Application_logMessageReceived;
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ucs = new UniTaskCompletionSource();
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okButton.onClick.AddListener(async () =>
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{
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await InnerAsync(false);
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});
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cancelButton.onClick.AddListener(async () =>
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{
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text.text = "";
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// ucs.TrySetResult();
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await ucs.Task;
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});
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}
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async UniTask SimpleAwait()
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{
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await UniTask.Yield();
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await UniTask.Yield();
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await UniTask.Yield();
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throw new InvalidOperationException("bar!!!");
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}
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IEnumerator SimpleCoroutine()
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{
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yield return null;
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yield return null;
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yield return null;
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throw new InvalidOperationException("foo!!!");
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}
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async UniTask TimingDump(PlayerLoopTiming timing)
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{
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while (true)
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{
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await UniTask.Yield(timing);
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Debug.Log("PlayerLoopTiming." + timing);
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}
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}
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IEnumerator CoroutineDump(string msg, YieldInstruction waitObj)
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{
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while (true)
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{
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yield return waitObj;
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Debug.Log(msg);
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}
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}
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//private void Update()
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//{
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// Debug.Log("Update");
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//}
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//private void LateUpdate()
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//{
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// Debug.Log("LateUpdate");
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//}
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//private void FixedUpdate()
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//{
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// Debug.Log("FixedUpdate");
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//}
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private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
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{
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text.text += "\n" + condition;
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}
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async UniTask OuterAsync(bool b)
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{
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UnityEngine.Debug.Log("START OUTER");
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await InnerAsync(b);
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await InnerAsync(b);
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UnityEngine.Debug.Log("END OUTER");
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// throw new InvalidOperationException("NAZO ERROR!?"); // error!?
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}
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async UniTask InnerAsync(bool b)
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{
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if (b)
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{
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UnityEngine.Debug.Log("Start delay:" + Time.frameCount);
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await UniTask.DelayFrame(60);
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UnityEngine.Debug.Log("End delay:" + Time.frameCount);
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await UniTask.DelayFrame(60);
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UnityEngine.Debug.Log("Onemore end delay:" + Time.frameCount);
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}
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else
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{
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UnityEngine.Debug.Log("Empty END");
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throw new InvalidOperationException("FOOBARBAZ");
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}
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}
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/*
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PlayerLoopTiming.Initialization
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PlayerLoopTiming.LastInitialization
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PlayerLoopTiming.EarlyUpdate
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PlayerLoopTiming.LastEarlyUpdate
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PlayerLoopTiming.PreUpdate
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PlayerLoopTiming.LastPreUpdate
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PlayerLoopTiming.Update
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Update
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yield null
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yield WaitForSeconds
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yield WWW
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yield StartCoroutine
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PlayerLoopTiming.LastUpdate
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PlayerLoopTiming.PreLateUpdate
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LateUpdate
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PlayerLoopTiming.LastPreLateUpdate
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PlayerLoopTiming.PostLateUpdate
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PlayerLoopTiming.LastPostLateUpdate
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yield WaitForEndOfFrame
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// --- Physics Loop
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PlayerLoopTiming.FixedUpdate
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FixedUpdate
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yield WaitForFixedUpdate
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PlayerLoopTiming.LastFixedUpdate
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*/
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private void TaskScheduler_UnobservedTaskException(object sender, UnobservedTaskExceptionEventArgs e)
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{
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// e.SetObserved();
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// or other custom write code.
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UnityEngine.Debug.LogError("Unobserved:" + e.Exception.ToString());
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}
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}
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public class ShowPlayerLoop
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void Init()
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{
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var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetDefaultPlayerLoop();
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DumpPlayerLoop("Default", playerLoop);
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}
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public static void DumpPlayerLoop(string which, UnityEngine.LowLevel.PlayerLoopSystem playerLoop)
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{
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var sb = new StringBuilder();
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sb.AppendLine($"{which} 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}.{1}", header.type.Name, 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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} |