public static T DispatchToMainThreadReturn <T>(CallBackReturn <T> dispatchCall, bool safeMode = true) { bool flag = MainThreadWatchdog.CheckIfMainThread(); T result; if (flag) { bool flag2 = dispatchCall != null; if (flag2) { result = dispatchCall(); } else { result = default(T); } } else { ThreadDispatchAction <T> threadDispatchAction = new ThreadDispatchAction <T>(); MainThreadDispatcher.dispatchActions.Enqueue(threadDispatchAction); threadDispatchAction.Init(dispatchCall, safeMode); result = threadDispatchAction.dispatchExecutionResult2; } return(result); }
public static object DispatchToMainThreadReturn <T>(CallBackArgRturn <T> dispatchCall, T dispatchArgument, bool safeMode = true) { bool flag = MainThreadWatchdog.CheckIfMainThread(); object result; if (flag) { bool flag2 = dispatchCall != null; if (flag2) { result = dispatchCall(dispatchArgument); } else { result = null; } } else { ThreadDispatchAction <T> threadDispatchAction = new ThreadDispatchAction <T>(); MainThreadDispatcher.dispatchActions.Enqueue(threadDispatchAction); threadDispatchAction.Init(dispatchCall, dispatchArgument, safeMode); result = threadDispatchAction.dispatchExecutionResult; } return(result); }
public ThreadWaitForNextFrame(int waitFrames = 1, int sleepTime = 5) { bool flag = waitFrames > 0; if (flag) { bool flag2 = MainThreadWatchdog.CheckIfMainThread(); if (flag2) { Debug.Log("Its not allowed to put the MainThread to sleep!"); } else { int currentFrame = MainThreadDispatcher.currentFrame; bool flag3 = !UnityActivityWatchdog.CheckUnityRunning(); if (!flag3) { Thread.Sleep(sleepTime); while (!UnityActivityWatchdog.CheckUnityActive() || currentFrame + waitFrames >= MainThreadDispatcher.currentFrame) { Thread.Sleep(sleepTime); } } } } }
public ThreadWaitForSeconds(float seconds) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } if(!UnityActivityWatchdog.CheckUnityRunning()) return; Thread.Sleep((int)Mathf.Max( 1, Mathf.Round(seconds * 1000f))); while (!UnityActivityWatchdog.CheckUnityActive()) Thread.Sleep(5); }
public ThreadWaitForSeconds(float seconds) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } Thread.Sleep((int)Mathf.Max(1, Mathf.Round(seconds * 1000f))); while (!MainThreadDispatcher.gameEnded && !MainThreadDispatcher.gameActive) { Thread.Sleep(5); } }
public static void DispatchToMainThread <T>(CallBackArg <T> dispatchCall, T dispatchArgument, bool waitForExecution = false, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { dispatchCall(dispatchArgument); } } else { ThreadDispatchAction <T> t = new ThreadDispatchAction <T>(); dispatchActions.Enqueue(t); t.Init(dispatchCall, dispatchArgument, waitForExecution, safeMode); } }
/// <summary> /// When executed by the MainThread, this argument will be passed to the "dispatchCall"; /// </summary> /// <param name="dispatchCall">Example: "(object obj) => Debug.Log("This will be fired from the MainThread: " + System.Threading.Thread.CurrentThread.Name + "\nObject: " + obj.toString())"</param> /// <param name="dispatchArgument">Once the MainThread executes this action, the argument will be passed to the delegate</param> /// <param name="waitForExecution">Freezes the thread, waiting for the MainThread to execute & finish the "dispatchCall".</param> /// <param name="safeMode">Executes all the computations within try-catch events, logging it the message + stacktrace</param> public static void DispatchToMainThread(ThreadDispatchDelegateArg dispatchCall, object dispatchArgument, bool waitForExecution = false, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { dispatchCall(dispatchArgument); } } else { ThreadDispatchAction action = new ThreadDispatchAction(); lock (dispatchActions) { dispatchActions.Add(action); } action.Init(dispatchCall, dispatchArgument, waitForExecution, safeMode); } }
public static void DispatchToMainThread(CallBack dispatchCall, bool waitForExecution = false, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { dispatchCall(); } } else { ThreadDispatchAction <object> t = new ThreadDispatchAction <object>(); dispatchActions.Enqueue(t); t.Init(dispatchCall, waitForExecution, safeMode); } }
/// <summary> /// !IMPORTANT! This method should be called regularly within routines that take more then half a second to complete, to make sure IOS for example is able to force an application to sleep when it looses focus or gets puched to the background. /// This is a very light-weight check, internally it only needs to check two static booleans once everything is Initialized and running. /// You can use this without causing any serious overhead. /// Motivation: Sins Threads cannot be put asleep from the outside, it needs the be managed from within the thread itself, thats why this method was build. /// /// Example: /// for(int i = 0; i < 999999999; i++) /// { /// Loom.SleepOrAbortIfUnityInactive(); //Prevents IOS for example of killing this app because the threads won't sleep once your unity-app is puched to the background. /// //Do something heavy that will cause this routine to run more then 0.5 seconds. /// } /// </summary> public static void SleepOrAbortIfUnityInactive() { Init(); while (!combinedActive && !MainThreadWatchdog.CheckIfMainThread()) { if (unityRunning) { //Debug.Log("UNITY INACTIVE: About to sleep for 100 ms: " + Thread.CurrentThread.ManagedThreadId); Thread.Sleep(100); } else { //Debug.Log("UNITY NOT RUNNING: About to abort: " + Thread.CurrentThread.ManagedThreadId); Thread.CurrentThread.Abort(); } } }
//--------------------------------------- 4 DIFFERENT OVERLOADS -------------------------------------- //--------------------------------------- 4 DIFFERENT OVERLOADS -------------------------------------- private void ValidateExecutionOnInit(bool waitForExecution) { if (waitForExecution) { if (!MainThreadWatchdog.CheckIfMainThread()) { while (!executed) { Thread.Sleep(1); } } else { ExecuteDispatch(); } } }
public static void SleepOrAbortIfUnityInactive() { UnityActivityWatchdog.Init(); while (!UnityActivityWatchdog.combinedActive && !MainThreadWatchdog.CheckIfMainThread()) { bool flag = UnityActivityWatchdog.unityRunning; if (flag) { Thread.Sleep(100); } else { Thread.CurrentThread.Interrupt(); Thread.CurrentThread.Join(); } } }
private void ValidateExecutionOnInit(bool waitForExecution) { if (waitForExecution) { if (!MainThreadWatchdog.CheckIfMainThread()) { while (!this.executed && Loom.CheckUnityActive()) { Thread.Sleep(5); } } else { this.ExecuteDispatch(); } } }
/// <summary> /// Allows you to dispatch an delegate returning an object (for example: a newly instantiated gameobject) that is directly available in your ThreadPool-Thread. /// Because the thread you are dispatching from is not the MainThread, your ThreadPool-thread needs to wait till the MainThread executed the method, and the returned value can be used directly /// </summary> /// <param name="dispatchCall">Example: "(object obj) => Debug.Log("This will be fired from the MainThread: " + System.Threading.Thread.CurrentThread.Name + "\nObject: " + obj.toString())"</param> /// <param name="safeMode">Executes all the computations within try-catch events, logging it the message + stacktrace</param> /// <returns>After the MainThread has executed the "dispatchCall" (and the worker-thread has been waiting), it will return whatever the dispatchCall returns to the worker-thread</returns> public static object DispatchToMainThreadReturn(ThreadDispatchDelegateReturn dispatchCall, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { return(dispatchCall()); } } else { ThreadDispatchAction action = new ThreadDispatchAction(); lock (dispatchActions) { dispatchActions.Add(action); } action.Init(dispatchCall, safeMode); //Puts the Thread to sleep while waiting for the action to be invoked. return(action.dispatchExecutionResult); } return(null); }
public static T DispatchToMainThreadReturn <T>(CallBackReturn <T> dispatchCall, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { return(dispatchCall()); } } else { ThreadDispatchAction <T> t = new ThreadDispatchAction <T>(); dispatchActions.Enqueue(t); t.Init(dispatchCall, safeMode); return(t.dispatchExecutionResult2); } return(default(T)); }
public static object DispatchToMainThreadReturn <T>(CallBackArgRturn <T> dispatchCall, T dispatchArgument, bool safeMode = true) { if (MainThreadWatchdog.CheckIfMainThread()) { if (dispatchCall != null) { return(dispatchCall(dispatchArgument)); } } else { ThreadDispatchAction <T> t = new ThreadDispatchAction <T>(); dispatchActions.Enqueue(t); t.Init(dispatchCall, dispatchArgument, safeMode); return(t.dispatchExecutionResult); } return(null); }
public ThreadWaitForNextFrame(int waitFrames = 1, int sleepTime = 5) { if (waitFrames > 0) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } int startFrame = MainThreadDispatcher.currentFrame; Thread.Sleep(sleepTime); while (!UnityActivityWatchdog.CheckUnityActive() || startFrame + waitFrames >= MainThreadDispatcher.currentFrame) { Thread.Sleep(sleepTime); } } }
public ThreadWaitForNextFrame(int waitFrames = 1) { if (waitFrames > 0) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } int startFrame = MainThreadDispatcher.currentFrame; Thread.Sleep(5); while ((!MainThreadDispatcher.gameEnded && !MainThreadDispatcher.gameActive) || startFrame + waitFrames >= MainThreadDispatcher.currentFrame) { Thread.Sleep(5); } } }
public static void DispatchToMainThread <T>(CallBackArg <T> dispatchCall, T dispatchArgument, bool waitForExecution = false, bool safeMode = true) { bool flag = MainThreadWatchdog.CheckIfMainThread(); if (flag) { bool flag2 = dispatchCall != null; if (flag2) { dispatchCall(dispatchArgument); } } else { ThreadDispatchAction <T> threadDispatchAction = new ThreadDispatchAction <T>(); MainThreadDispatcher.dispatchActions.Enqueue(threadDispatchAction); threadDispatchAction.Init(dispatchCall, dispatchArgument, waitForExecution, safeMode); } }
public ThreadWaitForSeconds(float seconds) { bool flag = MainThreadWatchdog.CheckIfMainThread(); if (flag) { Debug.Log("Its not allowed to put the MainThread to sleep!"); } else { bool flag2 = !UnityActivityWatchdog.CheckUnityRunning(); if (!flag2) { Thread.Sleep((int)Mathf.Max(1f, Mathf.Round(seconds * 1000f))); while (!UnityActivityWatchdog.CheckUnityActive()) { Thread.Sleep(5); } } } }