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CrowdControl/Assets/Plugins/UniTask/Runtime/Internal/PlayerLoopRunner.cs

261 lines
8.0 KiB
C#

using System;
using UnityEngine;
namespace Cysharp.Threading.Tasks.Internal
{
internal sealed class PlayerLoopRunner
{
const int InitialSize = 16;
readonly PlayerLoopTiming timing;
readonly object runningAndQueueLock = new object();
readonly object arrayLock = new object();
readonly Action<Exception> unhandledExceptionCallback;
int tail = 0;
bool running = false;
IPlayerLoopItem[] loopItems = new IPlayerLoopItem[InitialSize];
MinimumQueue<IPlayerLoopItem> waitQueue = new MinimumQueue<IPlayerLoopItem>(InitialSize);
public PlayerLoopRunner(PlayerLoopTiming timing)
{
this.unhandledExceptionCallback = ex => Debug.LogException(ex);
this.timing = timing;
}
public void AddAction(IPlayerLoopItem item)
{
lock (runningAndQueueLock)
{
if (running)
{
waitQueue.Enqueue(item);
return;
}
}
lock (arrayLock)
{
// Ensure Capacity
if (loopItems.Length == tail)
{
Array.Resize(ref loopItems, checked(tail * 2));
}
loopItems[tail++] = item;
}
}
public int Clear()
{
lock (arrayLock)
{
var rest = 0;
for (var index = 0; index < loopItems.Length; index++)
{
if (loopItems[index] != null)
{
rest++;
}
loopItems[index] = null;
}
tail = 0;
return rest;
}
}
// delegate entrypoint.
public void Run()
{
// for debugging, create named stacktrace.
#if DEBUG
switch (timing)
{
case PlayerLoopTiming.Initialization:
Initialization();
break;
case PlayerLoopTiming.LastInitialization:
LastInitialization();
break;
case PlayerLoopTiming.EarlyUpdate:
EarlyUpdate();
break;
case PlayerLoopTiming.LastEarlyUpdate:
LastEarlyUpdate();
break;
case PlayerLoopTiming.FixedUpdate:
FixedUpdate();
break;
case PlayerLoopTiming.LastFixedUpdate:
LastFixedUpdate();
break;
case PlayerLoopTiming.PreUpdate:
PreUpdate();
break;
case PlayerLoopTiming.LastPreUpdate:
LastPreUpdate();
break;
case PlayerLoopTiming.Update:
Update();
break;
case PlayerLoopTiming.LastUpdate:
LastUpdate();
break;
case PlayerLoopTiming.PreLateUpdate:
PreLateUpdate();
break;
case PlayerLoopTiming.LastPreLateUpdate:
LastPreLateUpdate();
break;
case PlayerLoopTiming.PostLateUpdate:
PostLateUpdate();
break;
case PlayerLoopTiming.LastPostLateUpdate:
LastPostLateUpdate();
break;
#if UNITY_2020_2_OR_NEWER
case PlayerLoopTiming.TimeUpdate:
TimeUpdate();
break;
case PlayerLoopTiming.LastTimeUpdate:
LastTimeUpdate();
break;
#endif
default:
break;
}
#else
RunCore();
#endif
}
void Initialization() => RunCore();
void LastInitialization() => RunCore();
void EarlyUpdate() => RunCore();
void LastEarlyUpdate() => RunCore();
void FixedUpdate() => RunCore();
void LastFixedUpdate() => RunCore();
void PreUpdate() => RunCore();
void LastPreUpdate() => RunCore();
void Update() => RunCore();
void LastUpdate() => RunCore();
void PreLateUpdate() => RunCore();
void LastPreLateUpdate() => RunCore();
void PostLateUpdate() => RunCore();
void LastPostLateUpdate() => RunCore();
#if UNITY_2020_2_OR_NEWER
void TimeUpdate() => RunCore();
void LastTimeUpdate() => RunCore();
#endif
[System.Diagnostics.DebuggerHidden]
void RunCore()
{
lock (runningAndQueueLock)
{
running = true;
}
lock (arrayLock)
{
var j = tail - 1;
for (int i = 0; i < loopItems.Length; i++)
{
var action = loopItems[i];
if (action != null)
{
try
{
if (!action.MoveNext())
{
loopItems[i] = null;
}
else
{
continue; // next i
}
}
catch (Exception ex)
{
loopItems[i] = null;
try
{
unhandledExceptionCallback(ex);
}
catch { }
}
}
// find null, loop from tail
while (i < j)
{
var fromTail = loopItems[j];
if (fromTail != null)
{
try
{
if (!fromTail.MoveNext())
{
loopItems[j] = null;
j--;
continue; // next j
}
else
{
// swap
loopItems[i] = fromTail;
loopItems[j] = null;
j--;
goto NEXT_LOOP; // next i
}
}
catch (Exception ex)
{
loopItems[j] = null;
j--;
try
{
unhandledExceptionCallback(ex);
}
catch { }
continue; // next j
}
}
else
{
j--;
}
}
tail = i; // loop end
break; // LOOP END
NEXT_LOOP:
continue;
}
lock (runningAndQueueLock)
{
running = false;
while (waitQueue.Count != 0)
{
if (loopItems.Length == tail)
{
Array.Resize(ref loopItems, checked(tail * 2));
}
loopItems[tail++] = waitQueue.Dequeue();
}
}
}
}
}
}