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683 lines
22 KiB
683 lines
22 KiB
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2) |
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#define SupportCustomYieldInstruction |
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#endif |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Reflection; |
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using System.Threading; |
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using UniRx.InternalUtil; |
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using UnityEngine; |
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|
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namespace UniRx |
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{ |
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public sealed class MainThreadDispatcher : MonoBehaviour |
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{ |
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public enum CullingMode |
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{ |
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/// <summary> |
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/// Won't remove any MainThreadDispatchers. |
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/// </summary> |
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Disabled, |
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/// <summary> |
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/// Checks if there is an existing MainThreadDispatcher on Awake(). If so, the new dispatcher removes itself. |
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/// </summary> |
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Self, |
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/// <summary> |
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/// Search for excess MainThreadDispatchers and removes them all on Awake(). |
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/// </summary> |
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All |
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} |
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public static CullingMode cullingMode = CullingMode.Self; |
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#if UNITY_EDITOR |
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// In UnityEditor's EditorMode can't instantiate and work MonoBehaviour.Update. |
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// EditorThreadDispatcher use EditorApplication.update instead of MonoBehaviour.Update. |
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class EditorThreadDispatcher |
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{ |
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static object gate = new object(); |
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static EditorThreadDispatcher instance; |
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public static EditorThreadDispatcher Instance |
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{ |
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get |
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{ |
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// Activate EditorThreadDispatcher is dangerous, completely Lazy. |
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lock (gate) |
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{ |
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if (instance == null) |
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{ |
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instance = new EditorThreadDispatcher(); |
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} |
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return instance; |
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} |
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} |
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} |
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ThreadSafeQueueWorker editorQueueWorker = new ThreadSafeQueueWorker(); |
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EditorThreadDispatcher() |
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{ |
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UnityEditor.EditorApplication.update += Update; |
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} |
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public void Enqueue(Action<object> action, object state) |
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{ |
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editorQueueWorker.Enqueue(action, state); |
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} |
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public void UnsafeInvoke(Action action) |
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{ |
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try |
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{ |
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action(); |
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} |
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catch (Exception ex) |
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{ |
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Debug.LogException(ex); |
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} |
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} |
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public void UnsafeInvoke<T>(Action<T> action, T state) |
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{ |
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try |
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{ |
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action(state); |
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} |
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catch (Exception ex) |
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{ |
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Debug.LogException(ex); |
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} |
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} |
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public void PseudoStartCoroutine(IEnumerator routine) |
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{ |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(routine), null); |
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} |
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void Update() |
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{ |
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editorQueueWorker.ExecuteAll(x => Debug.LogException(x)); |
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} |
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void ConsumeEnumerator(IEnumerator routine) |
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{ |
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if (routine.MoveNext()) |
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{ |
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var current = routine.Current; |
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if (current == null) |
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{ |
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goto ENQUEUE; |
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} |
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var type = current.GetType(); |
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#if UNITY_2018_3_OR_NEWER |
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#pragma warning disable CS0618 |
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#endif |
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if (type == typeof(WWW)) |
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{ |
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var www = (WWW)current; |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitWWW(www, routine)), null); |
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return; |
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} |
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#if UNITY_2018_3_OR_NEWER |
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#pragma warning restore CS0618 |
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#endif |
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else if (type == typeof(AsyncOperation)) |
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{ |
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var asyncOperation = (AsyncOperation)current; |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitAsyncOperation(asyncOperation, routine)), null); |
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return; |
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} |
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else if (type == typeof(WaitForSeconds)) |
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{ |
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var waitForSeconds = (WaitForSeconds)current; |
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var accessor = typeof(WaitForSeconds).GetField("m_Seconds", BindingFlags.Instance | BindingFlags.GetField | BindingFlags.NonPublic); |
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var second = (float)accessor.GetValue(waitForSeconds); |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitForSeconds(second, routine)), null); |
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return; |
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} |
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else if (type == typeof(Coroutine)) |
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{ |
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Debug.Log("Can't wait coroutine on UnityEditor"); |
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goto ENQUEUE; |
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} |
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#if SupportCustomYieldInstruction |
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else if (current is IEnumerator) |
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{ |
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var enumerator = (IEnumerator)current; |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapEnumerator(enumerator, routine)), null); |
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return; |
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} |
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#endif |
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ENQUEUE: |
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editorQueueWorker.Enqueue(_ => ConsumeEnumerator(routine), null); // next update |
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} |
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} |
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#if UNITY_2018_3_OR_NEWER |
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#pragma warning disable CS0618 |
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#endif |
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IEnumerator UnwrapWaitWWW(WWW www, IEnumerator continuation) |
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{ |
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while (!www.isDone) |
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{ |
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yield return null; |
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} |
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ConsumeEnumerator(continuation); |
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} |
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#if UNITY_2018_3_OR_NEWER |
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#pragma warning restore CS0618 |
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#endif |
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IEnumerator UnwrapWaitAsyncOperation(AsyncOperation asyncOperation, IEnumerator continuation) |
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{ |
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while (!asyncOperation.isDone) |
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{ |
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yield return null; |
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} |
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ConsumeEnumerator(continuation); |
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} |
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IEnumerator UnwrapWaitForSeconds(float second, IEnumerator continuation) |
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{ |
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var startTime = DateTimeOffset.UtcNow; |
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while (true) |
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{ |
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yield return null; |
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var elapsed = (DateTimeOffset.UtcNow - startTime).TotalSeconds; |
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if (elapsed >= second) |
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{ |
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break; |
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} |
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}; |
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ConsumeEnumerator(continuation); |
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} |
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IEnumerator UnwrapEnumerator(IEnumerator enumerator, IEnumerator continuation) |
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{ |
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while (enumerator.MoveNext()) |
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{ |
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yield return null; |
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} |
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ConsumeEnumerator(continuation); |
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} |
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} |
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#endif |
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/// <summary>Dispatch Asyncrhonous action.</summary> |
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public static void Post(Action<object> action, object state) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.Enqueue(action, state); return; } |
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#endif |
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var dispatcher = Instance; |
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if (!isQuitting && !object.ReferenceEquals(dispatcher, null)) |
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{ |
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dispatcher.queueWorker.Enqueue(action, state); |
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} |
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} |
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/// <summary>Dispatch Synchronous action if possible.</summary> |
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public static void Send(Action<object> action, object state) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.Enqueue(action, state); return; } |
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#endif |
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if (mainThreadToken != null) |
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{ |
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try |
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{ |
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action(state); |
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} |
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catch (Exception ex) |
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{ |
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var dispatcher = MainThreadDispatcher.Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.unhandledExceptionCallback(ex); |
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} |
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} |
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} |
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else |
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{ |
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Post(action, state); |
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} |
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} |
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/// <summary>Run Synchronous action.</summary> |
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public static void UnsafeSend(Action action) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.UnsafeInvoke(action); return; } |
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#endif |
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try |
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{ |
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action(); |
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} |
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catch (Exception ex) |
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{ |
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var dispatcher = MainThreadDispatcher.Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.unhandledExceptionCallback(ex); |
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} |
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} |
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} |
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/// <summary>Run Synchronous action.</summary> |
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public static void UnsafeSend<T>(Action<T> action, T state) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.UnsafeInvoke(action, state); return; } |
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#endif |
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try |
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{ |
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action(state); |
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} |
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catch (Exception ex) |
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{ |
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var dispatcher = MainThreadDispatcher.Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.unhandledExceptionCallback(ex); |
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} |
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} |
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} |
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/// <summary>ThreadSafe StartCoroutine.</summary> |
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public static void SendStartCoroutine(IEnumerator routine) |
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{ |
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if (mainThreadToken != null) |
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{ |
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StartCoroutine(routine); |
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} |
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else |
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{ |
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#if UNITY_EDITOR |
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// call from other thread |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; } |
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#endif |
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var dispatcher = Instance; |
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if (!isQuitting && !object.ReferenceEquals(dispatcher, null)) |
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{ |
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dispatcher.queueWorker.Enqueue(_ => |
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{ |
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var dispacher2 = Instance; |
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if (dispacher2 != null) |
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{ |
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(dispacher2 as MonoBehaviour).StartCoroutine(routine); |
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} |
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}, null); |
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} |
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} |
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} |
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public static void StartUpdateMicroCoroutine(IEnumerator routine) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; } |
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#endif |
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var dispatcher = Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.updateMicroCoroutine.AddCoroutine(routine); |
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} |
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} |
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public static void StartFixedUpdateMicroCoroutine(IEnumerator routine) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; } |
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#endif |
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var dispatcher = Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.fixedUpdateMicroCoroutine.AddCoroutine(routine); |
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} |
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} |
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public static void StartEndOfFrameMicroCoroutine(IEnumerator routine) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; } |
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#endif |
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var dispatcher = Instance; |
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if (dispatcher != null) |
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{ |
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dispatcher.endOfFrameMicroCoroutine.AddCoroutine(routine); |
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} |
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} |
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new public static Coroutine StartCoroutine(IEnumerator routine) |
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{ |
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#if UNITY_EDITOR |
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if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return null; } |
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#endif |
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var dispatcher = Instance; |
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if (dispatcher != null) |
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{ |
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return (dispatcher as MonoBehaviour).StartCoroutine(routine); |
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} |
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else |
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{ |
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return null; |
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} |
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} |
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public static void RegisterUnhandledExceptionCallback(Action<Exception> exceptionCallback) |
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{ |
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if (exceptionCallback == null) |
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{ |
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// do nothing |
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Instance.unhandledExceptionCallback = Stubs<Exception>.Ignore; |
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} |
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else |
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{ |
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Instance.unhandledExceptionCallback = exceptionCallback; |
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} |
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} |
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ThreadSafeQueueWorker queueWorker = new ThreadSafeQueueWorker(); |
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Action<Exception> unhandledExceptionCallback = ex => Debug.LogException(ex); // default |
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MicroCoroutine updateMicroCoroutine = null; |
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MicroCoroutine fixedUpdateMicroCoroutine = null; |
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MicroCoroutine endOfFrameMicroCoroutine = null; |
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static MainThreadDispatcher instance; |
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static bool initialized; |
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static bool isQuitting = false; |
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public static string InstanceName |
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{ |
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get |
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{ |
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if (instance == null) |
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{ |
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throw new NullReferenceException("MainThreadDispatcher is not initialized."); |
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} |
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return instance.name; |
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} |
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} |
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public static bool IsInitialized |
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{ |
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get { return initialized && instance != null; } |
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} |
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[ThreadStatic] |
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static object mainThreadToken; |
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static MainThreadDispatcher Instance |
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{ |
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get |
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{ |
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Initialize(); |
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return instance; |
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} |
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} |
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public static void Initialize() |
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{ |
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if (!initialized) |
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{ |
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#if UNITY_EDITOR |
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// Don't try to add a GameObject when the scene is not playing. Only valid in the Editor, EditorView. |
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if (!ScenePlaybackDetector.IsPlaying) return; |
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#endif |
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MainThreadDispatcher dispatcher = null; |
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try |
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{ |
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dispatcher = GameObject.FindObjectOfType<MainThreadDispatcher>(); |
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} |
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catch |
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{ |
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// Throw exception when calling from a worker thread. |
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var ex = new Exception("UniRx requires a MainThreadDispatcher component created on the main thread. Make sure it is added to the scene before calling UniRx from a worker thread."); |
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UnityEngine.Debug.LogException(ex); |
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throw ex; |
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} |
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if (isQuitting) |
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{ |
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// don't create new instance after quitting |
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// avoid "Some objects were not cleaned up when closing the scene find target" error. |
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return; |
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} |
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if (dispatcher == null) |
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{ |
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// awake call immediately from UnityEngine |
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new GameObject("MainThreadDispatcher").AddComponent<MainThreadDispatcher>(); |
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} |
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else |
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{ |
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dispatcher.Awake(); // force awake |
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} |
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} |
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} |
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public static bool IsInMainThread |
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{ |
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get |
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{ |
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return (mainThreadToken != null); |
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} |
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} |
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void Awake() |
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{ |
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if (instance == null) |
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{ |
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instance = this; |
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mainThreadToken = new object(); |
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initialized = true; |
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updateMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex)); |
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fixedUpdateMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex)); |
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endOfFrameMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex)); |
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StartCoroutine(RunUpdateMicroCoroutine()); |
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StartCoroutine(RunFixedUpdateMicroCoroutine()); |
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StartCoroutine(RunEndOfFrameMicroCoroutine()); |
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DontDestroyOnLoad(gameObject); |
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} |
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else |
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{ |
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if (this != instance) |
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{ |
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if (cullingMode == CullingMode.Self) |
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{ |
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// Try to destroy this dispatcher if there's already one in the scene. |
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Debug.LogWarning("There is already a MainThreadDispatcher in the scene. Removing myself..."); |
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DestroyDispatcher(this); |
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} |
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else if (cullingMode == CullingMode.All) |
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{ |
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Debug.LogWarning("There is already a MainThreadDispatcher in the scene. Cleaning up all excess dispatchers..."); |
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CullAllExcessDispatchers(); |
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} |
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else |
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{ |
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Debug.LogWarning("There is already a MainThreadDispatcher in the scene."); |
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} |
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} |
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} |
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} |
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IEnumerator RunUpdateMicroCoroutine() |
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{ |
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while (true) |
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{ |
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yield return null; |
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updateMicroCoroutine.Run(); |
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} |
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} |
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IEnumerator RunFixedUpdateMicroCoroutine() |
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{ |
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while (true) |
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{ |
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yield return YieldInstructionCache.WaitForFixedUpdate; |
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fixedUpdateMicroCoroutine.Run(); |
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} |
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} |
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IEnumerator RunEndOfFrameMicroCoroutine() |
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{ |
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while (true) |
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{ |
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yield return YieldInstructionCache.WaitForEndOfFrame; |
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endOfFrameMicroCoroutine.Run(); |
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} |
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} |
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static void DestroyDispatcher(MainThreadDispatcher aDispatcher) |
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{ |
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if (aDispatcher != instance) |
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{ |
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// Try to remove game object if it's empty |
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var components = aDispatcher.gameObject.GetComponents<Component>(); |
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if (aDispatcher.gameObject.transform.childCount == 0 && components.Length == 2) |
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{ |
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if (components[0] is Transform && components[1] is MainThreadDispatcher) |
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{ |
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Destroy(aDispatcher.gameObject); |
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} |
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} |
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else |
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{ |
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// Remove component |
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MonoBehaviour.Destroy(aDispatcher); |
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} |
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} |
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} |
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public static void CullAllExcessDispatchers() |
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{ |
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var dispatchers = GameObject.FindObjectsOfType<MainThreadDispatcher>(); |
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for (int i = 0; i < dispatchers.Length; i++) |
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{ |
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DestroyDispatcher(dispatchers[i]); |
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} |
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} |
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void OnDestroy() |
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{ |
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if (instance == this) |
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{ |
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instance = GameObject.FindObjectOfType<MainThreadDispatcher>(); |
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initialized = instance != null; |
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|
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/* |
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// Although `this` still refers to a gameObject, it won't be found. |
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var foundDispatcher = GameObject.FindObjectOfType<MainThreadDispatcher>(); |
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|
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if (foundDispatcher != null) |
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{ |
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// select another game object |
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Debug.Log("new instance: " + foundDispatcher.name); |
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instance = foundDispatcher; |
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initialized = true; |
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} |
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*/ |
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} |
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} |
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void Update() |
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{ |
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if (update != null) |
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{ |
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try |
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{ |
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update.OnNext(Unit.Default); |
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} |
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catch (Exception ex) |
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{ |
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unhandledExceptionCallback(ex); |
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} |
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} |
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queueWorker.ExecuteAll(unhandledExceptionCallback); |
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} |
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// for Lifecycle Management |
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|
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Subject<Unit> update; |
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public static IObservable<Unit> UpdateAsObservable() |
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{ |
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return Instance.update ?? (Instance.update = new Subject<Unit>()); |
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} |
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Subject<Unit> lateUpdate; |
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void LateUpdate() |
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{ |
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if (lateUpdate != null) lateUpdate.OnNext(Unit.Default); |
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} |
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public static IObservable<Unit> LateUpdateAsObservable() |
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{ |
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return Instance.lateUpdate ?? (Instance.lateUpdate = new Subject<Unit>()); |
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} |
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Subject<bool> onApplicationFocus; |
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void OnApplicationFocus(bool focus) |
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{ |
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if (onApplicationFocus != null) onApplicationFocus.OnNext(focus); |
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} |
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public static IObservable<bool> OnApplicationFocusAsObservable() |
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{ |
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return Instance.onApplicationFocus ?? (Instance.onApplicationFocus = new Subject<bool>()); |
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} |
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Subject<bool> onApplicationPause; |
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void OnApplicationPause(bool pause) |
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{ |
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if (onApplicationPause != null) onApplicationPause.OnNext(pause); |
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} |
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public static IObservable<bool> OnApplicationPauseAsObservable() |
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{ |
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return Instance.onApplicationPause ?? (Instance.onApplicationPause = new Subject<bool>()); |
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} |
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Subject<Unit> onApplicationQuit; |
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void OnApplicationQuit() |
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{ |
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isQuitting = true; |
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if (onApplicationQuit != null) onApplicationQuit.OnNext(Unit.Default); |
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} |
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|
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public static IObservable<Unit> OnApplicationQuitAsObservable() |
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{ |
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return Instance.onApplicationQuit ?? (Instance.onApplicationQuit = new Subject<Unit>()); |
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} |
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} |
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} |