using IPA.Loader;
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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.Linq;
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using System.Text;
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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 class providing coroutine helpers.
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/// </summary>
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public static class Coroutines
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{
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/// <summary>
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/// Stalls the coroutine until <paramref name="task"/> completes, faults, or is canceled.
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/// </summary>
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/// <param name="task">the <see cref="Task"/> to wait for</param>
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/// <returns>a coroutine waiting for the given task</returns>
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public static IEnumerator WaitForTask(Task task)
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=> WaitForTask(task, false);
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/// <summary>
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/// Stalls the coroutine until <paramref name="task"/> completes, faults, or is canceled.
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/// </summary>
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/// <param name="task">the <see cref="Task"/> to wait for</param>
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/// <param name="throwOnFault">whether or not to throw if the task faulted</param>
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/// <returns>a coroutine waiting for the given task</returns>
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public static IEnumerator WaitForTask(Task task, bool throwOnFault = false)
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{
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while (!task.IsCompleted && !task.IsCanceled && !task.IsFaulted)
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yield return null;
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if (throwOnFault && task.IsFaulted)
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throw task.Exception;
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}
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/// <summary>
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/// Binds a <see cref="Task"/> to a Unity coroutine, capturing exceptions as well as the coroutine call stack.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This may be called off of the Unity main thread. If it is, the coroutine start will be scheduled using the default
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/// <see cref="UnityMainThreadTaskScheduler"/> and will be run on the main thread as required by Unity.
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/// </para>
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/// <para>
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/// Unity provides a handful of coroutine helpers that are not <see cref="IEnumerable"/>s. Most of these are not terribly
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/// helpful on their own, however <see cref="UnityEngine.WaitForSeconds"/> may be. Instead, prefer to use the typical .NET
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/// <see cref="Task.Wait(TimeSpan)"/> or similar overloads, or use <see cref="UnityEngine.WaitForSecondsRealtime"/>.
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/// </para>
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/// </remarks>
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/// <param name="coroutine">the coroutine to bind to a task</param>
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/// <returns>a <see cref="Task"/> that completes when <paramref name="coroutine"/> completes, and fails when it throws</returns>
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public static Task AsTask(IEnumerator coroutine)
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{
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if (!UnityGame.OnMainThread)
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return UnityMainThreadTaskScheduler.Factory.StartNew(() => AsTask(coroutine)).Unwrap();
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var tcs = new TaskCompletionSource<VoidStruct>(coroutine, AsTaskSourceOptions);
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PluginComponent.Instance.StartCoroutine(new AsTaskCoroutineExecutor(coroutine, tcs));
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return tcs.Task;
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}
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#if NET4
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private static readonly TaskCreationOptions AsTaskSourceOptions = TaskCreationOptions.RunContinuationsAsynchronously;
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#else
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private static readonly TaskCreationOptions AsTaskSourceOptions = TaskCreationOptions.None;
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#endif
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private struct VoidStruct { }
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private class ExceptionLocation : Exception
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{
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public ExceptionLocation(IEnumerable<string> locations)
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: base(string.Join("\n", Utils.StrJP(locations.Select(s => "in " + s))))
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{
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}
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}
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private class AsTaskCoroutineExecutor : IEnumerator
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{
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private readonly TaskCompletionSource<VoidStruct> completionSource;
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public AsTaskCoroutineExecutor(IEnumerator coroutine, TaskCompletionSource<VoidStruct> completion)
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{
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completionSource = completion;
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enumerators.Push(coroutine);
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}
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private readonly Stack<IEnumerator> enumerators = new Stack<IEnumerator>(2);
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public object Current => enumerators.FirstOrDefault()?.Current; // effectively a TryPeek
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public bool MoveNext()
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{
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do
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{
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if (enumerators.Count == 0)
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{
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completionSource.SetResult(new VoidStruct());
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return false;
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}
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try
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{
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var top = enumerators.Peek();
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if (top.MoveNext())
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{
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if (top.Current is IEnumerator enumerator)
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{
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enumerators.Push(enumerator);
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continue;
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}
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else
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{
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return true;
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}
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}
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else
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{ // this enumerator completed, so pop it and continue
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enumerators.Pop();
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continue;
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}
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}
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catch (Exception e)
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{ // execution errored
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completionSource.SetException(new AggregateException(
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e, new ExceptionLocation(enumerators.Select(e => e.GetType().ToString()))
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));
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return false;
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}
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}
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while (true);
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}
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public void Reset() => throw new InvalidOperationException();
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}
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}
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}
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