using System.Threading; using UnityEditor; using UnityEngine; namespace Unity.Services.Relay.Scheduler { // "inspired" by UniTask public static class ThreadHelper { public static SynchronizationContext SynchronizationContext => _unitySynchronizationContext; public static System.Threading.Tasks.TaskScheduler TaskScheduler => _taskScheduler; public static int MainThreadId => _mainThreadId; private static SynchronizationContext _unitySynchronizationContext; private static System.Threading.Tasks.TaskScheduler _taskScheduler; private static int _mainThreadId; #if UNITY_EDITOR [InitializeOnLoadMethod] #endif [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] public static void Init() { _unitySynchronizationContext = SynchronizationContext.Current; _taskScheduler = System.Threading.Tasks.TaskScheduler.FromCurrentSynchronizationContext(); _mainThreadId = Thread.CurrentThread.ManagedThreadId; } } }