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61 行
2.0 KiB
61 行
2.0 KiB
using System;
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using System.Threading.Tasks;
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namespace VRMShaders
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{
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/// <summary>
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/// Runtime (Build 後と、Editor Playing) での非同期ロードを実現する AwaitCaller.
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/// NOTE: 簡便に実装されたものなので、最適化の余地はある.
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/// </summary>
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public sealed class RuntimeOnlyAwaitCaller : IAwaitCaller
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{
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private readonly NextFrameTaskScheduler _scheduler;
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private readonly float _timeOutInSeconds;
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private float _lastTimeoutBaseTime;
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/// <summary>
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/// タイムアウト指定可能なコンストラクタ
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/// </summary>
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/// <param name="timeOutInSeconds">NextFrameIfTimedOutがタイムアウトと見なす時間(秒単位)</param>
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public RuntimeOnlyAwaitCaller(float timeOutInSeconds = 1f / 1000f)
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{
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_scheduler = new NextFrameTaskScheduler();
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_timeOutInSeconds = timeOutInSeconds;
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ResetLastTimeoutBaseTime();
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}
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public Task NextFrame()
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{
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ResetLastTimeoutBaseTime();
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var tcs = new TaskCompletionSource<object>();
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_scheduler.Enqueue(() => tcs.SetResult(default));
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return tcs.Task;
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}
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public Task Run(Action action)
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{
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return Task.Run(action);
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}
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public Task<T> Run<T>(Func<T> action)
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{
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return Task.Run(action);
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}
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public Task NextFrameIfTimedOut() => CheckTimeout() ? NextFrame() : Task.CompletedTask;
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private void ResetLastTimeoutBaseTime() => _lastTimeoutBaseTime = 0f;
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private bool LastTimeoutBaseTimeNeedsReset => _lastTimeoutBaseTime == 0f;
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private bool CheckTimeout()
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{
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float t = UnityEngine.Time.realtimeSinceStartup;
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if (LastTimeoutBaseTimeNeedsReset)
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{
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_lastTimeoutBaseTime = t;
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}
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return (t - _lastTimeoutBaseTime) >= _timeOutInSeconds;
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}
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}
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}
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