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223 行
6.4 KiB
223 行
6.4 KiB
using System;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace Unity.Services.Core.Internal
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{
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/// <summary>
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/// Task-based implementation of IAsyncOperation.
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///
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/// awaitable in tasks
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/// yieldable in coroutines
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/// </summary>
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class TaskAsyncOperation : AsyncOperationBase, INotifyCompletion
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{
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/// <remarks>
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/// The scheduler is also used by the <see cref="TaskAsyncOperation{T}"/> because
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/// <see cref="RuntimeInitializeOnLoadMethodAttribute"/> can't be used in generic objects.
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/// </remarks>
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internal static TaskScheduler Scheduler;
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Task m_Task;
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/// <inheritdoc />
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public override bool IsCompleted => m_Task.IsCompleted;
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/// <inheritdoc />
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public override AsyncOperationStatus Status
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{
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get
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{
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if (m_Task == null)
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{
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return AsyncOperationStatus.None;
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}
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if (!m_Task.IsCompleted)
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{
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return AsyncOperationStatus.InProgress;
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}
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if (m_Task.IsCanceled)
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{
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return AsyncOperationStatus.Cancelled;
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}
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if (m_Task.IsFaulted)
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{
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return AsyncOperationStatus.Failed;
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}
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return AsyncOperationStatus.Succeeded;
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}
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}
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/// <inheritdoc />
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public override Exception Exception => m_Task?.Exception;
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/// <inheritdoc />
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public override void GetResult() {}
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/// <inheritdoc />
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public override AsyncOperationBase GetAwaiter()
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{
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return this;
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}
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/// <summary>
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/// Creates a new TaskAsyncOperation from a provided Task.
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/// Returns on Unity's main thread context.
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/// </summary>
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/// <param name="task">
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/// The task tracked by this TaskAsyncOperation.
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/// </param>
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public TaskAsyncOperation(Task task)
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{
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// Tests don't run `RuntimeInitializeOnLoadMethod`s?
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if (Scheduler == null)
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{
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SetScheduler();
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}
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m_Task = task;
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task.ContinueWith((t, state) =>
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{
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var self = (TaskAsyncOperation)state;
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self.DidComplete();
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}, this, CancellationToken.None, TaskContinuationOptions.None, Scheduler);
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}
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/// <summary>
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/// Creates and starts a task from the provided Action executing on the C# thread pool.
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/// Returns on Unity's main thread context.
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/// </summary>
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/// <param name="action">
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/// The Action to execute asynchronously.
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/// </param>
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/// <returns>
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/// A TaskAsyncOperation tracking the execution of the provided Action.
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/// </returns>
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public static TaskAsyncOperation Run(Action action)
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{
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var task = new Task(action);
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var ret = new TaskAsyncOperation(task);
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task.Start();
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return ret;
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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internal static void SetScheduler()
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{
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Scheduler = TaskScheduler.FromCurrentSynchronizationContext();
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}
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}
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/// <summary>
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/// Task-based implementation of IAsyncOperation<T>.
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///
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/// awaitable in tasks
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/// yieldable in coroutines
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/// </summary>
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/// <typeparam name="T">
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/// The return type of the operation's result.
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/// </typeparam>
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class TaskAsyncOperation<T> : AsyncOperationBase<T>
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{
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Task<T> m_Task;
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/// <inheritdoc />
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public override bool IsCompleted => m_Task.IsCompleted;
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/// <inheritdoc />
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public override T Result => m_Task.Result;
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/// <inheritdoc />
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public override T GetResult()
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{
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return m_Task.GetAwaiter().GetResult();
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}
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/// <inheritdoc />
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public override AsyncOperationBase<T> GetAwaiter()
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{
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return this;
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}
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/// <inheritdoc />
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public override AsyncOperationStatus Status
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{
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get
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{
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if (m_Task == null)
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{
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return AsyncOperationStatus.None;
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}
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if (!m_Task.IsCompleted)
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{
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return AsyncOperationStatus.InProgress;
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}
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if (m_Task.IsCanceled)
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{
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return AsyncOperationStatus.Cancelled;
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}
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if (m_Task.IsFaulted)
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{
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return AsyncOperationStatus.Failed;
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}
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return AsyncOperationStatus.Succeeded;
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}
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}
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/// <inheritdoc />
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public override Exception Exception => m_Task?.Exception;
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/// <summary>
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/// Creates a new TaskAsyncOperation from a provided Task.
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/// Returns on Unity's main thread context.
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/// </summary>
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/// <param name="task">
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/// The task tracked by this TaskAsyncOperation.
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/// </param>
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public TaskAsyncOperation(Task<T> task)
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{
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// Tests don't run `RuntimeInitializeOnLoadMethod`s?
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if (TaskAsyncOperation.Scheduler == null)
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{
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TaskAsyncOperation.SetScheduler();
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}
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m_Task = task;
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task.ContinueWith((t, state) =>
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{
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var self = (TaskAsyncOperation<T>)state;
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self.DidComplete();
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}, this, CancellationToken.None, TaskContinuationOptions.None, TaskAsyncOperation.Scheduler);
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}
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/// <summary>
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/// Creates and starts a task from the provided Action executing on the C# thread pool.
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/// Returns on Unity's main thread context.
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/// </summary>
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/// <param name="func">
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/// The Action to execute asynchronously.
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/// </param>
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/// <returns>
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/// A TaskAsyncOperation tracking the execution of the provided Action.
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/// </returns>
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public static TaskAsyncOperation<T> Run(Func<T> func)
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{
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var task = new Task<T>(func);
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var ret = new TaskAsyncOperation<T>(task);
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task.Start();
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return ret;
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}
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}
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}
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