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@ -4,6 +4,7 @@ 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.Runtime.CompilerServices; |
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using System.Text; |
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using System.Threading; |
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using System.Threading.Tasks; |
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@ -26,24 +27,25 @@ namespace IPA.Utilities.Async |
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/// <value>a factory for creating tasks on the default scheduler</value>
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public static TaskFactory Factory { get; } = new TaskFactory(Default); |
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private readonly ConcurrentDictionary<QueueItem, Task> tasks = new ConcurrentDictionary<QueueItem, Task>(); |
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private int queueEndPosition = 0; |
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private int queuePosition = 0; |
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private readonly ConcurrentQueue<QueueItem> tasks = new ConcurrentQueue<QueueItem>(); |
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private static readonly ConditionalWeakTable<Task, QueueItem> itemTable = new ConditionalWeakTable<Task, QueueItem>(); |
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private struct QueueItem : IEquatable<int>, IEquatable<Task>, IEquatable<QueueItem> |
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private class QueueItem : IEquatable<Task>, IEquatable<QueueItem> |
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{ |
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public int Index; |
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public Task Task; |
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public bool HasTask; |
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private readonly WeakReference<Task> weakTask = null; |
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public Task Task => weakTask.TryGetTarget(out var task) ? task : null; |
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public QueueItem(int index, Task task) : this() |
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public QueueItem(Task task) |
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{ |
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Index = index; |
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Task = task; |
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HasTask = true; |
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weakTask = new WeakReference<Task>(task); |
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} |
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public bool Equals(int other) => Index.Equals(other); |
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public bool Equals(Task other) => Task.Equals(other); |
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public bool Equals(QueueItem other) => other.Index == Index || other.Task == Task; |
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private bool Equals(WeakReference<Task> task) |
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=> weakTask.TryGetTarget(out var t1) && task.TryGetTarget(out var t2) && t1.Equals(t2); |
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public bool Equals(Task other) => HasTask && weakTask.TryGetTarget(out var task) && other.Equals(task); |
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public bool Equals(QueueItem other) => other.HasTask == HasTask && Equals(other.weakTask); |
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} |
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/// <summary>
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@ -126,18 +128,20 @@ namespace IPA.Utilities.Async |
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{ |
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while (!Cancelling) |
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{ |
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if (queuePosition < queueEndPosition) |
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if (!tasks.IsEmpty) |
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{ |
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var yieldAfter = YieldAfterTasks; |
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sw.Start(); |
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for (int i = 0; i < yieldAfter && queuePosition < queueEndPosition |
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for (int i = 0; i < yieldAfter && !tasks.IsEmpty |
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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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QueueItem task; |
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do if (!tasks.TryDequeue(out task)) goto exit; // try dequeue, if we can't exit
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while (!task.HasTask); // if the dequeued task is empty, try again
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TryExecuteTask(task.Task); |
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} |
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exit: |
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sw.Reset(); |
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} |
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yield return null; |
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@ -185,7 +189,9 @@ namespace IPA.Utilities.Async |
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{ |
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ThrowIfDisposed(); |
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tasks.TryAdd(new QueueItem(Interlocked.Increment(ref queueEndPosition), task), task); |
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var item = new QueueItem(task); |
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itemTable.Add(task, item); |
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tasks.Enqueue(item); |
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} |
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/// <summary>
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@ -206,8 +212,14 @@ namespace IPA.Utilities.Async |
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if (!UnityGame.OnMainThread) return false; |
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if (taskWasPreviouslyQueued) |
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if (!tasks.TryRemove(new QueueItem { Task = task }, out var _)) |
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return false; // if we couldn't remove it, its not in our queue, so it already ran
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{ |
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if (itemTable.TryGetValue(task, out var item)) |
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{ |
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if (!item.HasTask) return false; |
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item.HasTask = false; |
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} |
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else return false; // if we couldn't remove it, its not in our queue, so it already ran
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} |
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return TryExecuteTask(task); |
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} |
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