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109 行
3.2 KiB
109 行
3.2 KiB
using System;
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using System.Collections;
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using UnityEngine;
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namespace Unity.Services.Lobbies.Helpers
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{
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internal static class AsyncOpRetry
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{
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public static AsyncOpRetry<T> FromCreateAsync<T>(Func<int, T> op)
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{
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return AsyncOpRetry<T>.FromCreateAsync(op);
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}
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}
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internal class AsyncOpRetry<T>
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{
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private uint MaxRetries { get; set; } = 4;
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private float JitterMagnitude { get; set; } = 1.0f;
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private float DelayScale { get; set; } = 1.0f;
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private float MaxDelayTime { get; set; } = 8.0f;
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private Func<int, T> CreateOperation { get; set; }
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private Func<T, bool> RetryCondition { get; set; }
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private Action<T> OnComplete { get; set; }
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private AsyncOpRetry(Func<int, T> createAsyncOp)
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{
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CreateOperation = createAsyncOp;
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}
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private static float AddJitter(float number, float magnitude)
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{
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return number + (UnityEngine.Random.value * magnitude);
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}
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private static float Pow2(float exponent, float scale)
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{
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return (float) (Math.Pow(2.0f, exponent) * scale);
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}
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private static float CalculateDelay(int attemptNumber, float maxDelayTime, float delayScale,
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float jitterMagnitude)
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{
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float delayTime = Pow2(attemptNumber, delayScale);
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delayTime = AddJitter(delayTime, jitterMagnitude);
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delayTime = Math.Min(delayTime, maxDelayTime);
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return delayTime;
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}
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public AsyncOpRetry<T> WithJitterMagnitude(float magnitude)
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{
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JitterMagnitude = Mathf.Clamp(magnitude, 0.001f, 1.0f);
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return this;
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}
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public AsyncOpRetry<T> WithDelayScale(float scale)
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{
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DelayScale = Mathf.Clamp(scale, 0.05f, 1.0f);
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return this;
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}
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public AsyncOpRetry<T> WithMaxDelayTime(float time)
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{
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MaxDelayTime = Mathf.Clamp(time, 0.1f, 60.0f);
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return this;
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}
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public static AsyncOpRetry<T> FromCreateAsync(Func<int, T> op)
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{
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return new AsyncOpRetry<T>(op);
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}
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public AsyncOpRetry<T> WithRetryCondition(Func<T, bool> shouldRetry)
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{
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RetryCondition = shouldRetry;
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return this;
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}
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public AsyncOpRetry<T> WhenComplete(Action<T> onComplete)
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{
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OnComplete = onComplete;
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return this;
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}
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public AsyncOpRetry<T> UptoMaximumRetries(uint amount)
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{
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MaxRetries = amount;
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return this;
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}
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public IEnumerator Run()
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{
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T asyncOp = default;
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for (var attempt = 0; attempt <= MaxRetries; ++attempt)
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{
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asyncOp = CreateOperation(attempt + 1);
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yield return asyncOp;
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if ((!RetryCondition?.Invoke(asyncOp) ?? false))
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{
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break;
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}
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var delayTime = CalculateDelay(attempt, MaxDelayTime, DelayScale, JitterMagnitude);
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yield return new WaitForSecondsRealtime(delayTime);
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}
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OnComplete?.Invoke(asyncOp);
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}
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}
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}
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