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CrowdControl/Assets/Plugins/UniTask/Runtime/Internal/ContinuationQueue.cs

226 lines
6.8 KiB
C#

2 months ago
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using System.Threading;
namespace Cysharp.Threading.Tasks.Internal
{
internal sealed class ContinuationQueue
{
const int MaxArrayLength = 0X7FEFFFFF;
const int InitialSize = 16;
readonly PlayerLoopTiming timing;
SpinLock gate = new SpinLock(false);
bool dequing = false;
int actionListCount = 0;
Action[] actionList = new Action[InitialSize];
int waitingListCount = 0;
Action[] waitingList = new Action[InitialSize];
public ContinuationQueue(PlayerLoopTiming timing)
{
this.timing = timing;
}
public void Enqueue(Action continuation)
{
bool lockTaken = false;
try
{
gate.Enter(ref lockTaken);
if (dequing)
{
// Ensure Capacity
if (waitingList.Length == waitingListCount)
{
var newLength = waitingListCount * 2;
if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
var newArray = new Action[newLength];
Array.Copy(waitingList, newArray, waitingListCount);
waitingList = newArray;
}
waitingList[waitingListCount] = continuation;
waitingListCount++;
}
else
{
// Ensure Capacity
if (actionList.Length == actionListCount)
{
var newLength = actionListCount * 2;
if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
var newArray = new Action[newLength];
Array.Copy(actionList, newArray, actionListCount);
actionList = newArray;
}
actionList[actionListCount] = continuation;
actionListCount++;
}
}
finally
{
if (lockTaken) gate.Exit(false);
}
}
public int Clear()
{
var rest = actionListCount + waitingListCount;
actionListCount = 0;
actionList = new Action[InitialSize];
waitingListCount = 0;
waitingList = new Action[InitialSize];
return rest;
}
// delegate entrypoint.
public void Run()
{
// for debugging, create named stacktrace.
#if DEBUG
switch (timing)
{
case PlayerLoopTiming.Initialization:
Initialization();
break;
case PlayerLoopTiming.LastInitialization:
LastInitialization();
break;
case PlayerLoopTiming.EarlyUpdate:
EarlyUpdate();
break;
case PlayerLoopTiming.LastEarlyUpdate:
LastEarlyUpdate();
break;
case PlayerLoopTiming.FixedUpdate:
FixedUpdate();
break;
case PlayerLoopTiming.LastFixedUpdate:
LastFixedUpdate();
break;
case PlayerLoopTiming.PreUpdate:
PreUpdate();
break;
case PlayerLoopTiming.LastPreUpdate:
LastPreUpdate();
break;
case PlayerLoopTiming.Update:
Update();
break;
case PlayerLoopTiming.LastUpdate:
LastUpdate();
break;
case PlayerLoopTiming.PreLateUpdate:
PreLateUpdate();
break;
case PlayerLoopTiming.LastPreLateUpdate:
LastPreLateUpdate();
break;
case PlayerLoopTiming.PostLateUpdate:
PostLateUpdate();
break;
case PlayerLoopTiming.LastPostLateUpdate:
LastPostLateUpdate();
break;
#if UNITY_2020_2_OR_NEWER
case PlayerLoopTiming.TimeUpdate:
TimeUpdate();
break;
case PlayerLoopTiming.LastTimeUpdate:
LastTimeUpdate();
break;
#endif
default:
break;
}
#else
RunCore();
#endif
}
void Initialization() => RunCore();
void LastInitialization() => RunCore();
void EarlyUpdate() => RunCore();
void LastEarlyUpdate() => RunCore();
void FixedUpdate() => RunCore();
void LastFixedUpdate() => RunCore();
void PreUpdate() => RunCore();
void LastPreUpdate() => RunCore();
void Update() => RunCore();
void LastUpdate() => RunCore();
void PreLateUpdate() => RunCore();
void LastPreLateUpdate() => RunCore();
void PostLateUpdate() => RunCore();
void LastPostLateUpdate() => RunCore();
#if UNITY_2020_2_OR_NEWER
void TimeUpdate() => RunCore();
void LastTimeUpdate() => RunCore();
#endif
[System.Diagnostics.DebuggerHidden]
void RunCore()
{
{
bool lockTaken = false;
try
{
gate.Enter(ref lockTaken);
if (actionListCount == 0) return;
dequing = true;
}
finally
{
if (lockTaken) gate.Exit(false);
}
}
for (int i = 0; i < actionListCount; i++)
{
var action = actionList[i];
actionList[i] = null;
try
{
action();
}
catch (Exception ex)
{
UnityEngine.Debug.LogException(ex);
}
}
{
bool lockTaken = false;
try
{
gate.Enter(ref lockTaken);
dequing = false;
var swapTempActionList = actionList;
actionListCount = waitingListCount;
actionList = waitingList;
waitingListCount = 0;
waitingList = swapTempActionList;
}
finally
{
if (lockTaken) gate.Exit(false);
}
}
}
}
}