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UnityEditorDispatcher.cs
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UnityEditorDispatcher.cs
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using System;
using System.Collections.Concurrent;
using System.Threading.Tasks;
using Avalonia.Threading;
using UnityEditor;
using UnityEngine;
namespace Unilonia
{
[InitializeOnLoad]
public class UnityEditorDispatcher : IDispatcher
{
[ThreadStatic]
private static bool isUnityThread;
static UnityEditorDispatcher()
{
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
new UnityEditorDispatcher();
}
}
private readonly ConcurrentQueue<Task> _taskqueue = new ConcurrentQueue<Task>();
public UnityEditorDispatcher()
{
if (UnityDispatcher.UnityThread != null) throw new InvalidOperationException("One unity dispatcher allowed !");
UnityDispatcher.UnityThread = this;
isUnityThread = true;
EditorApplication.update += Update;
EditorApplication.playModeStateChanged += (state) =>
{
if (state == PlayModeStateChange.EnteredEditMode)
Attach();
else if (state == PlayModeStateChange.ExitingEditMode)
Detach();
};
}
public bool CheckAccess() => isUnityThread;
public void VerifyAccess()
{
if (!CheckAccess())
throw new InvalidOperationException("Call from invalid thread");
}
public void Post(Action action, DispatcherPriority priority = DispatcherPriority.Normal)
{
_taskqueue.Enqueue(new Task(action));
}
public Task InvokeAsync(Action action, DispatcherPriority priority = DispatcherPriority.Normal)
{
var task = new Task(action);
_taskqueue.Enqueue(task);
return task;
}
public Task<TResult> InvokeAsync<TResult>(Func<TResult> function, DispatcherPriority priority = DispatcherPriority.Normal)
{
var task = new Task<TResult>(function);
_taskqueue.Enqueue(task);
return task;
}
public Task InvokeAsync(Func<Task> function, DispatcherPriority priority = DispatcherPriority.Normal)
{
var task = new Task<Task>(function);
_taskqueue.Enqueue(task);
return task.Unwrap();
}
public Task<TResult> InvokeAsync<TResult>(Func<Task<TResult>> function, DispatcherPriority priority = DispatcherPriority.Normal)
{
var task = new Task<Task<TResult>>(function);
_taskqueue.Enqueue(task);
return task.Unwrap();
}
public void Update()
{
while (_taskqueue.TryDequeue(out var task))
{
try
{
task.RunSynchronously();
}
catch (Exception e)
{
Debug.LogError(e);
}
}
}
public void Detach()
{
UnityDispatcher.UnityThread = null;
Update();
}
public void Attach()
{
UnityDispatcher.UnityThread = this;
}
}
}