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CrowdControl/Assets/Plugins/UniTask/Runtime/UnityAsyncExtensions.Jobs.cs

102 lines
3.3 KiB
C#

#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<AsyncUnit> 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<object> 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