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138 行
5.9 KiB
138 行
5.9 KiB
using System.Collections.Generic;
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using UnityEngine;
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using Stopwatch = System.Diagnostics.Stopwatch;
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namespace LobbyRelaySample
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{
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public delegate void UpdateMethod(float dt);
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public interface IUpdateSlow : IProvidable<IUpdateSlow>
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{
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void OnUpdate(float dt);
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void Subscribe(UpdateMethod onUpdate);
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void Unsubscribe(UpdateMethod onUpdate);
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}
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/// <summary>
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/// A default implementation.
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/// </summary>
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public class UpdateSlowNoop : IUpdateSlow
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{
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public void OnUpdate(float dt) { }
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public void Subscribe(UpdateMethod onUpdate) { }
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public void Unsubscribe(UpdateMethod onUpdate) { }
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public void OnReProvided(IUpdateSlow prev) { }
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}
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/// <summary>
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/// Some objects might need to be on a slower update loop than the usual MonoBehaviour Update and without precise timing, e.g. to refresh data from services.
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/// Some might also not want to be coupled to a Unity object at all but still need an update loop.
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/// </summary>
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public class UpdateSlow : MonoBehaviour, IUpdateSlow
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{
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[SerializeField]
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[Tooltip("Update interval. Note that lobby Get requests must occur at least 1 second apart, so this period should likely be greater than that.")]
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private float m_updatePeriod = 1.5f;
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[SerializeField]
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[Tooltip("If a subscriber to slow update takes longer than this to execute, it can be automatically unsubscribed.")]
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private float m_durationToleranceMs = 10;
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[SerializeField]
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[Tooltip("We ordinarily automatically remove a subscriber that takes too long. Otherwise, we'll simply log.")]
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private bool m_doNotRemoveIfTooLong = false;
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private List<UpdateMethod> m_subscribers = new List<UpdateMethod>();
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private float m_updateTimer = 0;
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private int m_nextActiveSubIndex = 0; // For staggering subscribers, to prevent spikes of lots of things triggering at once.
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public void Awake()
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{
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Locator.Get.Provide(this);
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}
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public void OnDestroy()
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{
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// We should clean up references in case they would prevent garbage collection.
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m_subscribers.Clear();
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}
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/// <summary>Don't assume that onUpdate will be called in any particular order compared to other subscribers.</summary>
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public void Subscribe(UpdateMethod onUpdate)
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{
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if (!m_subscribers.Contains(onUpdate))
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m_subscribers.Add(onUpdate);
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}
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/// <summary>Safe to call even if onUpdate was not previously Subscribed.</summary>
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public void Unsubscribe(UpdateMethod onUpdate)
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{
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int index = m_subscribers.IndexOf(onUpdate);
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if (index >= 0)
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{
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m_subscribers.Remove(onUpdate);
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if (index < m_nextActiveSubIndex)
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m_nextActiveSubIndex--;
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}
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}
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private void Update()
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{
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if (m_subscribers.Count == 0)
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return;
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m_updateTimer += Time.deltaTime;
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float effectivePeriod = m_updatePeriod / m_subscribers.Count;
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while (m_updateTimer > effectivePeriod)
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{
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m_updateTimer -= effectivePeriod;
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OnUpdate(m_updatePeriod); // Using m_updatePeriod will be incorrect on the first update for a new subscriber, due to the staggering. However, we don't expect UpdateSlow subscribers to require precision, and this is less verbose than tracking per-subscriber.
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}
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}
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public void OnUpdate(float dt)
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{
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Stopwatch stopwatch = new Stopwatch();
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m_nextActiveSubIndex = System.Math.Max(0, System.Math.Min(m_subscribers.Count - 1, m_nextActiveSubIndex)); // Just a backup.
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UpdateMethod onUpdate = m_subscribers[m_nextActiveSubIndex];
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if (onUpdate == null || onUpdate.Target == null) // In case something forgets to Unsubscribe when it dies.
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{ Remove(m_nextActiveSubIndex, $"Did not Unsubscribe from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
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return;
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}
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if (onUpdate.Method.ToString().Contains("<")) // Detect an anonymous or lambda or local method that cannot be Unsubscribed, by checking for a character that can't exist in a declared method name.
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{ Remove(m_nextActiveSubIndex, $"Removed anonymous from UpdateSlow: {onUpdate.Target} : {onUpdate.Method}");
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return;
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}
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stopwatch.Restart();
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onUpdate?.Invoke(dt);
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stopwatch.Stop();
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if (stopwatch.ElapsedMilliseconds > m_durationToleranceMs)
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{
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if (!m_doNotRemoveIfTooLong)
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Remove(m_nextActiveSubIndex, $"UpdateSlow subscriber took too long, removing: {onUpdate.Target} : {onUpdate.Method}");
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else
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{
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Debug.LogWarning($"UpdateSlow subscriber took too long: {onUpdate.Target} : {onUpdate.Method}");
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Increment();
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}
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}
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else
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Increment();
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void Remove(int index, string msg)
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{
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m_subscribers.RemoveAt(index);
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m_nextActiveSubIndex--;
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Debug.LogError(msg);
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Increment();
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}
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void Increment()
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{
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m_nextActiveSubIndex++;
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if (m_nextActiveSubIndex >= m_subscribers.Count)
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m_nextActiveSubIndex = 0;
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}
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}
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public void OnReProvided(IUpdateSlow prevUpdateSlow)
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{
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if (prevUpdateSlow is UpdateSlow)
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m_subscribers.AddRange((prevUpdateSlow as UpdateSlow).m_subscribers);
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}
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}
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}
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