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#pragma warning disable CS1591
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using Cysharp.Threading.Tasks.Internal;
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using System;
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using System.Linq;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Cysharp.Threading.Tasks.CompilerServices
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{
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// #ENABLE_IL2CPP in this file is to avoid bug of IL2CPP VM.
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// Issue is tracked on https://issuetracker.unity3d.com/issues/il2cpp-incorrect-results-when-calling-a-method-from-outside-class-in-a-struct
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// but currently it is labeled `Won't Fix`.
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internal interface IStateMachineRunner
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{
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Action MoveNext { get; }
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void Return();
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#if ENABLE_IL2CPP
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Action ReturnAction { get; }
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#endif
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}
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internal interface IStateMachineRunnerPromise : IUniTaskSource
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{
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Action MoveNext { get; }
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UniTask Task { get; }
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void SetResult();
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void SetException(Exception exception);
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}
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internal interface IStateMachineRunnerPromise<T> : IUniTaskSource<T>
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{
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Action MoveNext { get; }
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UniTask<T> Task { get; }
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void SetResult(T result);
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void SetException(Exception exception);
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}
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internal static class StateMachineUtility
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{
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// Get AsyncStateMachine internal state to check IL2CPP bug
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public static int GetState(IAsyncStateMachine stateMachine)
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{
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var info = stateMachine.GetType().GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.First(x => x.Name.EndsWith("__state"));
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return (int)info.GetValue(stateMachine);
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}
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}
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internal sealed class AsyncUniTaskVoid<TStateMachine> : IStateMachineRunner, ITaskPoolNode<AsyncUniTaskVoid<TStateMachine>>, IUniTaskSource
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where TStateMachine : IAsyncStateMachine
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{
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static TaskPool<AsyncUniTaskVoid<TStateMachine>> pool;
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#if ENABLE_IL2CPP
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public Action ReturnAction { get; }
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#endif
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TStateMachine stateMachine;
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public Action MoveNext { get; }
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public AsyncUniTaskVoid()
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{
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MoveNext = Run;
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#if ENABLE_IL2CPP
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ReturnAction = Return;
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#endif
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}
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public static void SetStateMachine(ref TStateMachine stateMachine, ref IStateMachineRunner runnerFieldRef)
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{
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if (!pool.TryPop(out var result))
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{
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result = new AsyncUniTaskVoid<TStateMachine>();
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}
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TaskTracker.TrackActiveTask(result, 3);
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runnerFieldRef = result; // set runner before copied.
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result.stateMachine = stateMachine; // copy struct StateMachine(in release build).
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}
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static AsyncUniTaskVoid()
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{
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TaskPool.RegisterSizeGetter(typeof(AsyncUniTaskVoid<TStateMachine>), () => pool.Size);
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}
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AsyncUniTaskVoid<TStateMachine> nextNode;
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public ref AsyncUniTaskVoid<TStateMachine> NextNode => ref nextNode;
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public void Return()
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{
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TaskTracker.RemoveTracking(this);
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stateMachine = default;
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pool.TryPush(this);
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}
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void Run()
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{
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stateMachine.MoveNext();
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}
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// dummy interface implementation for TaskTracker.
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UniTaskStatus IUniTaskSource.GetStatus(short token)
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{
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return UniTaskStatus.Pending;
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}
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UniTaskStatus IUniTaskSource.UnsafeGetStatus()
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{
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return UniTaskStatus.Pending;
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}
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void IUniTaskSource.OnCompleted(Action<object> continuation, object state, short token)
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{
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}
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void IUniTaskSource.GetResult(short token)
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{
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}
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}
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internal sealed class AsyncUniTask<TStateMachine> : IStateMachineRunnerPromise, IUniTaskSource, ITaskPoolNode<AsyncUniTask<TStateMachine>>
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where TStateMachine : IAsyncStateMachine
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{
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static TaskPool<AsyncUniTask<TStateMachine>> pool;
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#if ENABLE_IL2CPP
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readonly Action returnDelegate;
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#endif
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public Action MoveNext { get; }
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TStateMachine stateMachine;
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UniTaskCompletionSourceCore<AsyncUnit> core;
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AsyncUniTask()
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{
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MoveNext = Run;
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#if ENABLE_IL2CPP
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returnDelegate = Return;
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#endif
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}
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public static void SetStateMachine(ref TStateMachine stateMachine, ref IStateMachineRunnerPromise runnerPromiseFieldRef)
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{
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if (!pool.TryPop(out var result))
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{
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result = new AsyncUniTask<TStateMachine>();
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}
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TaskTracker.TrackActiveTask(result, 3);
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runnerPromiseFieldRef = result; // set runner before copied.
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result.stateMachine = stateMachine; // copy struct StateMachine(in release build).
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}
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AsyncUniTask<TStateMachine> nextNode;
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public ref AsyncUniTask<TStateMachine> NextNode => ref nextNode;
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static AsyncUniTask()
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{
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TaskPool.RegisterSizeGetter(typeof(AsyncUniTask<TStateMachine>), () => pool.Size);
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}
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void Return()
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{
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TaskTracker.RemoveTracking(this);
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core.Reset();
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stateMachine = default;
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pool.TryPush(this);
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}
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bool TryReturn()
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{
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TaskTracker.RemoveTracking(this);
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core.Reset();
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stateMachine = default;
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return pool.TryPush(this);
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}
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void Run()
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{
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stateMachine.MoveNext();
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}
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public UniTask Task
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{
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[DebuggerHidden]
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get
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{
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return new UniTask(this, core.Version);
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}
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}
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[DebuggerHidden]
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public void SetResult()
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{
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core.TrySetResult(AsyncUnit.Default);
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}
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[DebuggerHidden]
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public void SetException(Exception exception)
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{
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core.TrySetException(exception);
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}
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[DebuggerHidden]
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public void GetResult(short token)
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{
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try
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{
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core.GetResult(token);
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}
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finally
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{
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#if ENABLE_IL2CPP
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// workaround for IL2CPP bug.
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, returnDelegate);
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#else
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TryReturn();
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#endif
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}
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}
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[DebuggerHidden]
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public UniTaskStatus GetStatus(short token)
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{
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return core.GetStatus(token);
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}
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[DebuggerHidden]
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public UniTaskStatus UnsafeGetStatus()
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{
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return core.UnsafeGetStatus();
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}
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[DebuggerHidden]
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public void OnCompleted(Action<object> continuation, object state, short token)
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{
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core.OnCompleted(continuation, state, token);
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}
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}
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internal sealed class AsyncUniTask<TStateMachine, T> : IStateMachineRunnerPromise<T>, IUniTaskSource<T>, ITaskPoolNode<AsyncUniTask<TStateMachine, T>>
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where TStateMachine : IAsyncStateMachine
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{
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static TaskPool<AsyncUniTask<TStateMachine, T>> pool;
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#if ENABLE_IL2CPP
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readonly Action returnDelegate;
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#endif
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public Action MoveNext { get; }
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TStateMachine stateMachine;
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UniTaskCompletionSourceCore<T> core;
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AsyncUniTask()
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{
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MoveNext = Run;
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#if ENABLE_IL2CPP
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returnDelegate = Return;
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#endif
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}
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public static void SetStateMachine(ref TStateMachine stateMachine, ref IStateMachineRunnerPromise<T> runnerPromiseFieldRef)
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{
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if (!pool.TryPop(out var result))
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{
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result = new AsyncUniTask<TStateMachine, T>();
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}
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TaskTracker.TrackActiveTask(result, 3);
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runnerPromiseFieldRef = result; // set runner before copied.
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result.stateMachine = stateMachine; // copy struct StateMachine(in release build).
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}
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AsyncUniTask<TStateMachine, T> nextNode;
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public ref AsyncUniTask<TStateMachine, T> NextNode => ref nextNode;
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static AsyncUniTask()
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{
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TaskPool.RegisterSizeGetter(typeof(AsyncUniTask<TStateMachine, T>), () => pool.Size);
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}
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void Return()
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{
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TaskTracker.RemoveTracking(this);
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core.Reset();
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stateMachine = default;
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pool.TryPush(this);
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}
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bool TryReturn()
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{
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TaskTracker.RemoveTracking(this);
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core.Reset();
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stateMachine = default;
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return pool.TryPush(this);
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}
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void Run()
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{
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// UnityEngine.Debug.Log($"MoveNext State:" + StateMachineUtility.GetState(stateMachine));
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stateMachine.MoveNext();
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}
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public UniTask<T> Task
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{
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[DebuggerHidden]
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get
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{
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return new UniTask<T>(this, core.Version);
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}
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}
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[DebuggerHidden]
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public void SetResult(T result)
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{
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core.TrySetResult(result);
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}
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[DebuggerHidden]
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public void SetException(Exception exception)
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{
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core.TrySetException(exception);
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}
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[DebuggerHidden]
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public T GetResult(short token)
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{
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try
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{
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return core.GetResult(token);
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}
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finally
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{
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#if ENABLE_IL2CPP
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// workaround for IL2CPP bug.
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, returnDelegate);
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#else
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TryReturn();
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#endif
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}
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}
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[DebuggerHidden]
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void IUniTaskSource.GetResult(short token)
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{
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GetResult(token);
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}
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[DebuggerHidden]
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public UniTaskStatus GetStatus(short token)
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{
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return core.GetStatus(token);
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}
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[DebuggerHidden]
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public UniTaskStatus UnsafeGetStatus()
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{
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return core.UnsafeGetStatus();
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}
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[DebuggerHidden]
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public void OnCompleted(Action<object> continuation, object state, short token)
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{
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core.OnCompleted(continuation, state, token);
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}
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}
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}
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