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65 行
1.9 KiB
65 行
1.9 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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using System.Diagnostics;
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namespace Unity.Services.Relay.Scheduler
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{
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/// <summary>
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/// <para>Provides the means to schedule tasks on a background thread or the
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/// main thread. Also allows for creation of co-routines from classes that do
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/// not inherit from MonoBehaviour.</para>
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///
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/// <para>This is thread safe, through it must be constructed on the main thread.
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/// </para>
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/// </summary>
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public sealed class TaskSchedulerWebGL : TaskScheduler
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{
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private Queue<Action> m_mainThreadTaskQueue = new Queue<Action>();
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/// <summary>
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/// Schedules a new task on a background thread.
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/// NOTE: In WebGL, multi-threading isn't supported, so this will be scheduled on main thread instead.
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/// </summary>
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///
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/// <param name="task">The task that should be executed on a background thread.</param>
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public override void ScheduleBackgroundTask(Action task)
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{
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ScheduleMainThreadTask(task);
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}
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/// <summary>
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/// Determines whether the current thread is the main thread.
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/// WebGL currently runs on a single thread, so this will always be false.
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/// </summary>
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///
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/// <returns>Whether or not this thread is the main thread.</returns>
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public override bool IsMainThread()
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{
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return false;
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}
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/// <summary>
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/// Schedules a new task on the main thread. The task will be executed during the
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/// next update.
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/// </summary>
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///
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/// <param name="task">The task that should be executed on the main thread.</param>
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public override void ScheduleMainThreadTask(Action task)
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{
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m_mainThreadTaskQueue.Enqueue(task);
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}
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/// <summary>
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/// The update method which is called every frame. This executes any queued main
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/// thread tasks.
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/// </summary>
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void Update()
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{
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var action = m_mainThreadTaskQueue.Count > 0 ? m_mainThreadTaskQueue.Dequeue() : null;
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action?.Invoke();
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}
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}
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}
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