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@ -2,6 +2,7 @@ |
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using System.Collections; |
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using System.Collections.Concurrent; |
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using System.Collections.Generic; |
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using System.Diagnostics; |
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using System.Linq; |
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using System.Text; |
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using System.Threading; |
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@ -9,8 +10,15 @@ using System.Threading.Tasks; |
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namespace IPA.Utilities.Async |
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{ |
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/// <summary>
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/// A task scheduler that runs tasks on the Unity main thread via coroutines.
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/// </summary>
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public class UnityMainThreadTaskScheduler : TaskScheduler, IDisposable |
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{ |
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/// <summary>
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/// Gets the default main thread scheduler that is managed by BSIPA.
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/// </summary>
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/// <value>a scheduler that is managed by BSIPA</value>
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public static new TaskScheduler Default { get; } = new UnityMainThreadTaskScheduler(); |
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private readonly ConcurrentDictionary<QueueItem, Task> tasks = new ConcurrentDictionary<QueueItem, Task>(); |
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@ -33,41 +41,113 @@ namespace IPA.Utilities.Async |
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public bool Equals(QueueItem other) => other.Index == Index || other.Task == Task; |
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} |
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/// <summary>
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/// Gets whether or not this scheduler is currently executing tasks.
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/// </summary>
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/// <value><see langword="true"/> if the scheduler is running, <see langword="false"/> otherwise</value>
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public bool IsRunning { get; private set; } = false; |
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public int YieldAfterTasks { get; set; } = 4; |
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/// <summary>
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/// Gets whether or not this scheduler is in the process of shutting down.
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/// </summary>
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/// <value><see langword="true"/> if the scheduler is shutting down, <see langword="false"/> otherwise</value>
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public bool Cancelling { get; private set; } = false; |
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private int yieldAfterTasks = 64; |
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/// <summary>
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/// Gets or sets the number of tasks to execute before yielding back to Unity.
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/// </summary>
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/// <value>the number of tasks to execute per resume</value>
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public int YieldAfterTasks |
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{ |
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get => yieldAfterTasks; |
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set |
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{ |
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ThrowIfDisposed(); |
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if (value < 1) |
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throw new ArgumentException("Value cannot be less than 1", nameof(value)); |
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yieldAfterTasks = value; |
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} |
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} |
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private TimeSpan yieldAfterTime = TimeSpan.FromMilliseconds(.5); // auto-yield if more than half a millis has passed by default
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/// <summary>
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/// Gets or sets the amount of time to execute tasks for before yielding back to Unity. Default is 0.5ms.
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/// </summary>
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/// <value>the amount of time to execute tasks for before yielding back to Unity</value>
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public TimeSpan YieldAfterTime |
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{ |
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get => yieldAfterTime; |
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set |
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{ |
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ThrowIfDisposed(); |
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if (value <= TimeSpan.Zero) |
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throw new ArgumentException("Value must be greater than zero", nameof(value)); |
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yieldAfterTime = value; |
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} |
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} |
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/// <summary>
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/// When used as a Unity coroutine, runs the scheduler. Otherwise, this is an invalid call.
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/// </summary>
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/// <returns>a Unity coroutine</returns>
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/// <exception cref="ObjectDisposedException">if this scheduler is disposed</exception>
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/// <exception cref="InvalidOperationException">if the scheduler is already running</exception>
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public IEnumerator Coroutine() |
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{ |
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ThrowIfDisposed(); |
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if (IsRunning) |
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throw new InvalidOperationException("Scheduler already running"); |
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Cancelling = false; |
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IsRunning = true; |
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yield return null; // yield immediately
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var sw = new Stopwatch(); |
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try |
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{ |
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while (true) |
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while (!Cancelling) |
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{ |
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if (queuePosition < queueEndPosition) |
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{ |
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var yieldAfter = YieldAfterTasks; |
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for (int i = 0; i < yieldAfter && queuePosition < queueEndPosition; i++) |
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sw.Start(); |
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for (int i = 0; i < yieldAfter && queuePosition < queueEndPosition |
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&& sw.Elapsed < YieldAfterTime; i++) |
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{ |
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if (tasks.TryRemove(new QueueItem { Index = Interlocked.Increment(ref queuePosition) }, out var task)) |
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TryExecuteTask(task); // we succesfully removed the task
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else |
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i++; // we didn't
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} |
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sw.Reset(); |
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} |
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yield return null; |
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} |
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} |
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finally |
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{ |
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sw.Reset(); |
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IsRunning = false; |
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} |
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} |
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/// <summary>
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/// Cancels the scheduler. If the scheduler is currently executing tasks, that batch will finish first.
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/// All remaining tasks will be left in the queue.
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/// </summary>
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/// <exception cref="ObjectDisposedException">if this scheduler is disposed</exception>
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/// <exception cref="InvalidOperationException">if the scheduler is not running</exception>
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public void Cancel() |
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{ |
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ThrowIfDisposed(); |
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if (!IsRunning) throw new InvalidOperationException("The scheduler is not running"); |
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Cancelling = true; |
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} |
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/// <summary>
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/// Throws a <see cref="NotSupportedException"/>.
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/// </summary>
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@ -79,6 +159,12 @@ namespace IPA.Utilities.Async |
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throw new NotSupportedException(); |
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} |
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/// <summary>
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/// Queues a given <see cref="Task"/> to this scheduler. The <see cref="Task"/> <i>must></i> be
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/// scheduled for this <see cref="TaskScheduler"/> by the runtime.
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/// </summary>
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/// <param name="task">the <see cref="Task"/> to queue</param>
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/// <exception cref="ObjectDisposedException">Thrown if this object has already been disposed.</exception>
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protected override void QueueTask(Task task) |
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{ |
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ThrowIfDisposed(); |
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@ -86,6 +172,17 @@ namespace IPA.Utilities.Async |
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tasks.TryAdd(new QueueItem(Interlocked.Increment(ref queueEndPosition), task), task); |
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} |
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/// <summary>
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/// Rejects any attempts to execute a task inline.
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/// </summary>
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/// <remarks>
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/// This task scheduler <i>always</i> runs its tasks on the thread that it manages, therefore it doesn't
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/// make sense to run it inline.
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/// </remarks>
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/// <param name="task">the task to attempt to execute</param>
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/// <param name="taskWasPreviouslyQueued">whether the task was previously queued to this scheduler</param>
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/// <returns><see langword="false"/></returns>
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/// <exception cref="ObjectDisposedException">Thrown if this object has already been disposed.</exception>
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protected override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) |
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{ |
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ThrowIfDisposed(); |
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@ -114,7 +211,7 @@ namespace IPA.Utilities.Async |
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{ |
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if (disposing) |
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{ |
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// TODO: dispose managed state (managed objects).
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} |
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disposedValue = true; |
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