Exemple #1
0
        /// <summary>
        /// Registers a continuation for the task that will run when the task is complete.
        /// </summary>
        /// <typeparam name="T">The type returned by the continuation.</typeparam>
        /// <param name="p_continuation">The continuation to run after the task completes.
        /// The function takes the completed task as an argument and can return a value.</param>
        /// <returns>A new Task that returns the value returned by the continuation after both
        /// the task and the continuation are complete.</returns>
        public UnityTask ContinueWith(Action <UnityTask> p_continuation, System.Threading.Tasks.CancellationToken p_cancellationToken)
        {
            bool completed = false;

            UnityTaskCompletionSource <int> utcs        = new UnityTaskCompletionSource <int>();
            CancellationTokenRegistration   cancelToken = p_cancellationToken.Register(() => utcs.TrySetCanceled());

            // 此处防止判断为false之后正好执行完毕
            completed = IsCompleted;
            if (!completed)
            {
                m_continuationActions.Add(t =>
                {
                    try
                    {
                        p_continuation(this);
                        utcs.TrySetResult(0);
                        cancelToken.Dispose();
                    }
                    catch (Exception ex)
                    {
                        utcs.TrySetException(ex);
                        cancelToken.Dispose();
                    }
                });
            }
            else
            {
                ForegroundInvoker.Invoke(() =>// 如果当前不在前端线程,则切换
                {
                    try
                    {
                        p_continuation(this);
                        utcs.TrySetResult(0);
                        cancelToken.Dispose();
                    }
                    catch (Exception ex)
                    {
                        utcs.TrySetException(ex);
                        cancelToken.Dispose();
                    }
                });
            }

            return(utcs.Task);
        }
Exemple #2
0
        /// <summary>
        /// Registers a continuation for the task that will run when the task is complete.
        /// </summary>
        /// <typeparam name="T">The type returned by the continuation.</typeparam>
        /// <param name="p_continuation">The continuation to run after the task completes.
        /// The function takes the completed task as an argument and can return a value.</param>
        /// <param name="p_cancellationToken">The cancellation token.</param>
        /// <returns>A new Task that returns the value returned by the continuation after both
        /// the task and the continuation are complete.</returns>
        public UnityTask <UnityTask> ContinueWith(Func <UnityTask, UnityTask> p_continuation, System.Threading.Tasks.CancellationToken p_cancellationToken)
        {
            bool completed = false;

            UnityTaskCompletionSource <UnityTask> utcs        = new UnityTaskCompletionSource <UnityTask>();
            CancellationTokenRegistration         cancelToken = p_cancellationToken.Register(() => utcs.TrySetCanceled());

            // 此处防止判断为false之后正好执行完毕
            completed = IsCompleted;
            if (!completed)
            {
                m_continuationActions.Add(t =>
                {
                    //if (t.IsFaulted)
                    //{
                    //    utcs.TrySetException(t.Exception);
                    //    cancelToken.Dispose();
                    //}
                    //else
                    //{
                    try
                    {
                        UnityTask result = p_continuation(t);
                        utcs.TrySetResult(result);
                        cancelToken.Dispose();
                    }
                    catch (Exception ex)
                    {
                        utcs.TrySetException(ex);
                        cancelToken.Dispose();
                    }
                    //}
                });
            }
            else
            {
                ForegroundInvoker.Invoke(() =>
                {
                    //if (this.IsFaulted)
                    //{
                    //    utcs.TrySetException(this.Exception);
                    //    cancelToken.Dispose();
                    //}
                    //else
                    //{
                    try
                    {
                        UnityTask result = p_continuation(this);
                        utcs.TrySetResult(result);
                        cancelToken.Dispose();
                    }
                    catch (Exception ex)
                    {
                        utcs.TrySetException(ex);
                        cancelToken.Dispose();
                    }
                    //}
                });
            }

            return(utcs.Task);
        }