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using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace IPA.Utilities.Async
{
/// <summary>
/// A task scheduler that runs tasks on the Unity main thread via coroutines.
/// </summary>
public class UnityMainThreadTaskScheduler : TaskScheduler, IDisposable
{
/// <summary>
/// Gets the default main thread scheduler that is managed by BSIPA.
/// </summary>
/// <value>a scheduler that is managed by BSIPA</value>
public static new TaskScheduler Default { get; } = new UnityMainThreadTaskScheduler();
/// <summary>
/// Gets a factory for creating tasks on <see cref="Default"/>.
/// </summary>
/// <value>a factory for creating tasks on the default scheduler</value>
public static TaskFactory Factory { get; } = new TaskFactory(Default);
private readonly ConcurrentQueue<QueueItem> tasks = new ConcurrentQueue<QueueItem>();
private static readonly ConditionalWeakTable<Task, QueueItem> itemTable = new ConditionalWeakTable<Task, QueueItem>();
private class QueueItem : IEquatable<Task>, IEquatable<QueueItem>
{
private bool hasTask;
public bool HasTask
{
get => hasTask;
set
{
hasTask = value;
if (!hasTask) Task = null;
}
}
public Task Task { get; private set; } = null;
public QueueItem(Task task)
{
HasTask = true;
Task = task;
}
public bool Equals(Task other) => HasTask && other.Equals(Task);
public bool Equals(QueueItem other) => other.HasTask == HasTask && Equals(other.Task);
}
/// <summary>
/// Gets whether or not this scheduler is currently executing tasks.
/// </summary>
/// <value><see langword="true"/> if the scheduler is running, <see langword="false"/> otherwise</value>
public bool IsRunning { get; private set; } = false;
/// <summary>
/// Gets whether or not this scheduler is in the process of shutting down.
/// </summary>
/// <value><see langword="true"/> if the scheduler is shutting down, <see langword="false"/> otherwise</value>
public bool Cancelling { get; private set; } = false;
private int yieldAfterTasks = 64;
/// <summary>
/// Gets or sets the number of tasks to execute before yielding back to Unity.
/// </summary>
/// <value>the number of tasks to execute per resume</value>
public int YieldAfterTasks
{
get => yieldAfterTasks;
set
{
ThrowIfDisposed();
if (value < 1)
throw new ArgumentException("Value cannot be less than 1", nameof(value));
yieldAfterTasks = value;
}
}
private TimeSpan yieldAfterTime = TimeSpan.FromMilliseconds(.5); // auto-yield if more than half a millis has passed by default
/// <summary>
/// Gets or sets the amount of time to execute tasks for before yielding back to Unity. Default is 0.5ms.
/// </summary>
/// <value>the amount of time to execute tasks for before yielding back to Unity</value>
public TimeSpan YieldAfterTime
{
get => yieldAfterTime;
set
{
ThrowIfDisposed();
if (value <= TimeSpan.Zero)
throw new ArgumentException("Value must be greater than zero", nameof(value));
yieldAfterTime = value;
}
}
/// <summary>
/// When used as a Unity coroutine, runs the scheduler. Otherwise, this is an invalid call.
/// </summary>
/// <remarks>
/// <para>
/// Do not ever call <see cref="UnityEngine.MonoBehaviour.StopCoroutine(IEnumerator)"/> on this
/// coroutine, nor <see cref="UnityEngine.MonoBehaviour.StopAllCoroutines"/> on the behaviour hosting
/// this coroutine. This has no way to detect this, and this object will become invalid.
/// </para>
/// <para>
/// If you need to stop this coroutine, first call <see cref="Cancel"/>, then wait for it to
/// exit on its own.
/// </para>
/// </remarks>
/// <returns>a Unity coroutine</returns>
/// <exception cref="ObjectDisposedException">if this scheduler is disposed</exception>
/// <exception cref="InvalidOperationException">if the scheduler is already running</exception>
public IEnumerator Coroutine()
{
ThrowIfDisposed();
if (IsRunning)
throw new InvalidOperationException("Scheduler already running");
Cancelling = false;
IsRunning = true;
yield return null; // yield immediately
var sw = new Stopwatch();
try
{
while (!Cancelling)
{
if (!tasks.IsEmpty)
{
var yieldAfter = YieldAfterTasks;
sw.Start();
for (int i = 0; i < yieldAfter && !tasks.IsEmpty
&& sw.Elapsed < YieldAfterTime; i++)
{
QueueItem task;
do if (!tasks.TryDequeue(out task)) goto exit; // try dequeue, if we can't exit
while (!task.HasTask); // if the dequeued task is empty, try again
TryExecuteTask(task.Task);
}
exit:
sw.Reset();
}
yield return null;
}
}
finally
{
sw.Reset();
IsRunning = false;
}
}
/// <summary>
/// Cancels the scheduler. If the scheduler is currently executing tasks, that batch will finish first.
/// All remaining tasks will be left in the queue.
/// </summary>
/// <exception cref="ObjectDisposedException">if this scheduler is disposed</exception>
/// <exception cref="InvalidOperationException">if the scheduler is not running</exception>
public void Cancel()
{
ThrowIfDisposed();
if (!IsRunning) throw new InvalidOperationException("The scheduler is not running");
Cancelling = true;
}
/// <summary>
/// Throws a <see cref="NotSupportedException"/>.
/// </summary>
/// <returns>nothing</returns>
/// <exception cref="NotSupportedException">Always.</exception>
protected override IEnumerable<Task> GetScheduledTasks()
=> tasks.ToArray().Where(q => q.HasTask).Select(q => q.Task).ToArray();
/// <summary>
/// Queues a given <see cref="Task"/> to this scheduler. The <see cref="Task"/> <i>must</i> be
/// scheduled for this <see cref="TaskScheduler"/> by the runtime.
/// </summary>
/// <param name="task">the <see cref="Task"/> to queue</param>
/// <exception cref="ObjectDisposedException">Thrown if this object has already been disposed.</exception>
protected override void QueueTask(Task task)
{
ThrowIfDisposed();
var item = new QueueItem(task);
itemTable.Add(task, item);
tasks.Enqueue(item);
}
/// <summary>
/// Runs the task inline if the current thread is the Unity main thread.
/// </summary>
/// <param name="task">the task to attempt to execute</param>
/// <param name="taskWasPreviouslyQueued">whether the task was previously queued to this scheduler</param>
/// <returns><see langword="false"/> if the task could not be run, <see langword="true"/> if it was</returns>
/// <exception cref="ObjectDisposedException">Thrown if this object has already been disposed.</exception>
protected override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
{
ThrowIfDisposed();
if (!UnityGame.OnMainThread) return false;
if (taskWasPreviouslyQueued)
{
if (itemTable.TryGetValue(task, out var item))
{
if (!item.HasTask) return false;
item.HasTask = false;
}
else return false; // if we couldn't remove it, its not in our queue, so it already ran
}
return TryExecuteTask(task);
}
private void ThrowIfDisposed()
{
if (disposedValue)
throw new ObjectDisposedException(nameof(SingleThreadTaskScheduler));
}
#region IDisposable Support
private bool disposedValue = false; // To detect redundant calls
/// <summary>
/// Disposes this object.
/// </summary>
/// <param name="disposing">whether or not to dispose managed objects</param>
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
}
disposedValue = true;
}
}
/// <summary>
/// Disposes this object. This puts the object into an unusable state.
/// </summary>
// This code added to correctly implement the disposable pattern.
public void Dispose()
{
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
Dispose(true);
}
#endregion
}
}