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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using System.Diagnostics;
namespace Unity.Services.Relay.Scheduler
{
/// <summary>
/// <para>Provides the means to schedule tasks on a background thread or the
/// main thread. Also allows for creation of co-routines from classes that do
/// not inherit from MonoBehaviour.</para>
///
/// <para>This is thread safe, through it must be constructed on the main thread.
/// </para>
/// </summary>
public sealed class TaskSchedulerThreaded : TaskScheduler
{
private Queue<Action> m_mainThreadTaskQueue = new Queue<Action>();
private object m_lock = new object();
private Thread m_mainThread = null;
/// <summary>
/// Constructs a new instances of the Task Scheduler. This must be on the main
/// thread as a reference to the thread is captured.
/// </summary>
void Start()
{
m_mainThread = System.Threading.Thread.CurrentThread;
}
/// <summary>
/// Determines whether the current thread is the main thread.
/// </summary>
///
/// <returns>Whether or not this thread is the main thread.</returns>
public override bool IsMainThread()
{
return (m_mainThread == System.Threading.Thread.CurrentThread);
}
/// <summary>
/// Schedules a new task on a background thread.
/// </summary>
///
/// <param name="task">The task that should be executed on a background thread.</param>
public override void ScheduleBackgroundTask(Action task)
{
ThreadPool.QueueUserWorkItem((object state) =>
{
task();
});
}
/// <summary>
/// Schedules a new task on the main thread. The task will be executed during the
/// next update.
/// </summary>
///
/// <param name="task">The task that should be executed on the main thread.</param>
public override void ScheduleMainThreadTask(Action task)
{
lock (m_lock)
{
m_mainThreadTaskQueue.Enqueue(task);
}
}
/// <summary>
/// The update method which is called every frame. This executes any queued main
/// thread tasks.
/// </summary>
void Update()
{
Queue<Action> taskQueue = null;
lock (m_lock)
{
taskQueue = new Queue<Action>(m_mainThreadTaskQueue);
m_mainThreadTaskQueue.Clear();
}
foreach (Action action in taskQueue)
{
action();
}
}
}
}