#if ENABLE_MANAGED_JOBS #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Threading; using Unity.Jobs; using UnityEngine; namespace Cysharp.Threading.Tasks { public static partial class UnityAsyncExtensions { public static async UniTask WaitAsync(this JobHandle jobHandle, PlayerLoopTiming waitTiming, CancellationToken cancellationToken = default) { await UniTask.Yield(waitTiming); jobHandle.Complete(); cancellationToken.ThrowIfCancellationRequested(); // call cancel after Complete. } public static UniTask.Awaiter GetAwaiter(this JobHandle jobHandle) { var handler = JobHandlePromise.Create(jobHandle, out var token); { PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, handler); PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, handler); PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, handler); PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, handler); PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, handler); } return new UniTask(handler, token).GetAwaiter(); } // can not pass CancellationToken because can't handle JobHandle's Complete and NativeArray.Dispose. public static UniTask ToUniTask(this JobHandle jobHandle, PlayerLoopTiming waitTiming) { var handler = JobHandlePromise.Create(jobHandle, out var token); { PlayerLoopHelper.AddAction(waitTiming, handler); } return new UniTask(handler, token); } sealed class JobHandlePromise : IUniTaskSource, IPlayerLoopItem { JobHandle jobHandle; UniTaskCompletionSourceCore core; // Cancellation is not supported. public static JobHandlePromise Create(JobHandle jobHandle, out short token) { // not use pool. var result = new JobHandlePromise(); result.jobHandle = jobHandle; TaskTracker.TrackActiveTask(result, 3); token = result.core.Version; return result; } public void GetResult(short token) { TaskTracker.RemoveTracking(this); core.GetResult(token); } public UniTaskStatus GetStatus(short token) { return core.GetStatus(token); } public UniTaskStatus UnsafeGetStatus() { return core.UnsafeGetStatus(); } public void OnCompleted(Action continuation, object state, short token) { core.OnCompleted(continuation, state, token); } public bool MoveNext() { if (jobHandle.IsCompleted | PlayerLoopHelper.IsEditorApplicationQuitting) { jobHandle.Complete(); core.TrySetResult(AsyncUnit.Default); return false; } return true; } } } } #endif