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CrowdControl/Assets/Plugins/UniTask/Runtime/CompilerServices/AsyncUniTaskVoidMethodBuild...

138 lines
3.9 KiB
C#

2 months ago

#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Security;
namespace Cysharp.Threading.Tasks.CompilerServices
{
[StructLayout(LayoutKind.Auto)]
public struct AsyncUniTaskVoidMethodBuilder
{
IStateMachineRunner runner;
// 1. Static Create method.
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static AsyncUniTaskVoidMethodBuilder Create()
{
return default;
}
// 2. TaskLike Task property(void)
public UniTaskVoid Task
{
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return default;
}
}
// 3. SetException
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetException(Exception exception)
{
// runner is finished, return first.
if (runner != null)
{
#if ENABLE_IL2CPP
// workaround for IL2CPP bug.
PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, runner.ReturnAction);
#else
runner.Return();
#endif
runner = null;
}
UniTaskScheduler.PublishUnobservedTaskException(exception);
}
// 4. SetResult
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetResult()
{
// runner is finished, return.
if (runner != null)
{
#if ENABLE_IL2CPP
// workaround for IL2CPP bug.
PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, runner.ReturnAction);
#else
runner.Return();
#endif
runner = null;
}
}
// 5. AwaitOnCompleted
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AwaitOnCompleted<TAwaiter, TStateMachine>(ref TAwaiter awaiter, ref TStateMachine stateMachine)
where TAwaiter : INotifyCompletion
where TStateMachine : IAsyncStateMachine
{
if (runner == null)
{
AsyncUniTaskVoid<TStateMachine>.SetStateMachine(ref stateMachine, ref runner);
}
awaiter.OnCompleted(runner.MoveNext);
}
// 6. AwaitUnsafeOnCompleted
[DebuggerHidden]
[SecuritySafeCritical]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AwaitUnsafeOnCompleted<TAwaiter, TStateMachine>(ref TAwaiter awaiter, ref TStateMachine stateMachine)
where TAwaiter : ICriticalNotifyCompletion
where TStateMachine : IAsyncStateMachine
{
if (runner == null)
{
AsyncUniTaskVoid<TStateMachine>.SetStateMachine(ref stateMachine, ref runner);
}
awaiter.UnsafeOnCompleted(runner.MoveNext);
}
// 7. Start
[DebuggerHidden]
public void Start<TStateMachine>(ref TStateMachine stateMachine)
where TStateMachine : IAsyncStateMachine
{
stateMachine.MoveNext();
}
// 8. SetStateMachine
[DebuggerHidden]
public void SetStateMachine(IAsyncStateMachine stateMachine)
{
// don't use boxed stateMachine.
}
#if DEBUG || !UNITY_2018_3_OR_NEWER
// Important for IDE debugger.
object debuggingId;
private object ObjectIdForDebugger
{
get
{
if (debuggingId == null)
{
debuggingId = new object();
}
return debuggingId;
}
}
#endif
}
}