#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(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : INotifyCompletion where TStateMachine : IAsyncStateMachine { if (runner == null) { AsyncUniTaskVoid.SetStateMachine(ref stateMachine, ref runner); } awaiter.OnCompleted(runner.MoveNext); } // 6. AwaitUnsafeOnCompleted [DebuggerHidden] [SecuritySafeCritical] [MethodImpl(MethodImplOptions.AggressiveInlining)] public void AwaitUnsafeOnCompleted(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : ICriticalNotifyCompletion where TStateMachine : IAsyncStateMachine { if (runner == null) { AsyncUniTaskVoid.SetStateMachine(ref stateMachine, ref runner); } awaiter.UnsafeOnCompleted(runner.MoveNext); } // 7. Start [DebuggerHidden] public void Start(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 } }