Ejemplo n.º 1
0
 protected static void FlushTasks(ThreadSafeQueue <PausableTask> newTaskRoutines, FasterList <PausableTask> coroutines, FlushingOperation flushingOperation)
 {
     if (newTaskRoutines.Count > 0)
     {
         newTaskRoutines.DequeueAllInto(coroutines);
     }
 }
Ejemplo n.º 2
0
 public static void StandardTasksFlushing(ThreadSafeQueue <IPausableTask> newTaskRoutines,
                                          FasterList <IPausableTask> coroutines, FlushingOperation flushingOperation)
 {
     if (newTaskRoutines.Count > 0)
     {
         newTaskRoutines.DequeueAllInto(coroutines);
     }
 }
Ejemplo n.º 3
0
        protected static IEnumerator CoroutinesRunner(ThreadSafeQueue <PausableTask> newTaskRoutines, FasterList <PausableTask> coroutines, FlushingOperation flushingOperation, RunningTasksInfo info, RunnerBehaviour runnerBehaviourForUnityCoroutine = null)
        {
            while (true)
            {
                if (newTaskRoutines.Count > 0 && flushingOperation.waitForflush == false) //don't start anything while flushing
                {
                    newTaskRoutines.DequeueAllInto(coroutines);
                }

                info.count = coroutines.Count;

                for (int i = 0; i < info.count; i++)
                {
                    var enumerator = coroutines[i];

                    try
                    {
                        //let's spend few words about this. Special YieldInstruction can be only processed internally
                        //by Unity. The simplest way to handle them is to hand them to Unity itself.
                        //However while the Unity routine is processed, the rest of the coroutine is waiting for it.
                        //This would defeat the purpose of the parallel procedures. For this reason, the Parallel
                        //routines will mark the enumerator returned as ParallelYield which will change the way the routine is processed.
                        //in this case the MonoRunner won't wait for the Unity routine to continue processing the next tasks.
                        var          current            = enumerator.Current;
                        PausableTask enumeratorToHandle = null;
                        var          yield = current as ParallelYield;
                        if (yield != null)
                        {
                            current = yield.Current;
                        }
                        else
                        {
                            enumeratorToHandle = enumerator;
                        }

                        if (runnerBehaviourForUnityCoroutine != null)
                        {
                            if (current is YieldInstruction || current is AsyncOperation)
                            {
                                runnerBehaviourForUnityCoroutine.StartCoroutine(HandItToUnity(current, enumeratorToHandle, newTaskRoutines, flushingOperation));

                                if (enumeratorToHandle != null)
                                {
                                    coroutines.UnorderredRemoveAt(i--);

                                    info.count = coroutines.Count;

                                    continue;
                                }
                            }
                        }

                        bool result;
#if TASKS_PROFILER_ENABLED && UNITY_EDITOR
                        result = Tasks.Profiler.TaskProfiler.MonitorUpdateDuration(enumerator);
#else
                        result = enumerator.MoveNext();
#endif
                        if (result == false)
                        {
                            var disposable = enumerator as IDisposable;
                            if (disposable != null)
                            {
                                disposable.Dispose();
                            }

                            coroutines.UnorderredRemoveAt(i--);
                        }
                    }
                    catch (Exception e)
                    {
                        string message = "Coroutine Exception: ";

                        Debug.LogException(new CoroutineException(message, e));

                        coroutines.UnorderredRemoveAt(i--);
                    }

                    info.count = coroutines.Count;
                }

                if (flushingOperation.waitForflush == true && coroutines.Count == 0)
                {  //this process is more complex than I like, not 100% sure it covers all the cases yet
                    flushingOperation.waitForflush = false;
                    flushingOperation.stopped      = false;
                }

                yield return(null);
            }
        }