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