using System;
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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.Linq;
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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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namespace IPA.Utilities.Async
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{
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public class UnityMainThreadTaskScheduler : TaskScheduler, IDisposable
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{
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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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private int queueEndPosition = 0;
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private int queuePosition = 0;
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private struct QueueItem : IEquatable<int>, 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 QueueItem(int index, Task task) : this()
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{
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Index = index;
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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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}
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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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public IEnumerator Coroutine()
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{
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ThrowIfDisposed();
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IsRunning = true;
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yield return null; // yield immediately
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try
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{
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while (true)
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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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{
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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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}
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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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IsRunning = false;
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}
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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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/// <returns>nothing</returns>
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/// <exception cref="NotSupportedException">Always.</exception>
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protected override IEnumerable<Task> GetScheduledTasks()
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{
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// this is only for debuggers which we can't use sooooo
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throw new NotSupportedException();
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}
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protected override void QueueTask(Task task)
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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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}
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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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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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return TryExecuteTask(task);
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}
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private void ThrowIfDisposed()
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{
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if (disposedValue)
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throw new ObjectDisposedException(nameof(SingleThreadTaskScheduler));
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}
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#region IDisposable Support
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private bool disposedValue = false; // To detect redundant calls
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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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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}
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}
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// This code added to correctly implement the disposable pattern.
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(true);
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}
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#endregion
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}
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}
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