/// <summary> /// Creates a task that will complete successfully after the given timespan. /// </summary> /// <param name="p_timespan">The amount of time to wait.</param> /// <returns>A new task.</returns> public static UnityTask RunDelay(float p_seconds, CancellationToken p_cancellationToken) { var tcs = new UnityTaskCompletionSource <int>(); var cancellation = p_cancellationToken.Register(() => tcs.TrySetCanceled()); tcs.Task.TaskGenerator = () => DelayCoroutine(p_seconds); tcs.Task.ReturnResult = _ => { try { tcs.TrySetResult(0); cancellation.Dispose(); } catch (Exception e) { tcs.TrySetException(e); cancellation.Dispose(); } }; if (Thread.CurrentThread.IsBackground)// 如果当前不在前端线程,则切换 { ForegroundInvoker.Invoke(() => { tcs.Task.TaskCoroutine = UnityTaskScheduler.FromCurrentSynchronizationContext().Post(tcs.Task.TaskGenerator(), tcs.Task.ReturnResult); }); } else { tcs.Task.TaskCoroutine = UnityTaskScheduler.FromCurrentSynchronizationContext().Post(tcs.Task.TaskGenerator(), tcs.Task.ReturnResult); } return(tcs.Task); }
/// <summary> /// 创建一个在目标 <see cref="T:System.Threading.Tasks.Task`1" /> 成功执行时异步执行的<see cref="T:UnityEngine.TaskExtension.UnityTask`1" />延续任务。 /// </summary> /// <param name="task">目标<see cref="T:System.Threading.Tasks.Task`1" /></param> /// <param name="continuation"> /// 在 <see cref="T:System.Threading.Tasks.Task`1" /> 完成时要运行的操作。 /// 在运行时,委托将作为一个参数传递给完成的任务。 /// </param> /// <param name="cancellationToken">将指派给新的延续任务的 <see cref="P:System.Threading.Tasks.TaskFactory.CancellationToken" />。</param> /// <returns> /// 一个新的延续 <see cref="T:System.Threading.Tasks.Task" />。 /// </returns> /// <exception cref="T:System.ArgumentNullException"> /// <paramref name="continuation" /> 参数为 <see langword="null" />。 /// </exception> public static UnityTask <TResult> ContinueToForeground <TIn, TResult>(this Task <TIn> task, Func <Task <TIn>, TResult> continuation, CancellationToken cancellationToken) { UnityTaskCompletionSource <TResult> uTcs = new UnityTaskCompletionSource <TResult>(); var cancellation = cancellationToken.Register(() => uTcs.TrySetCanceled()); task.ContinueWith(p => { UnityTaskScheduler.Post(() => { try { var result = continuation(p); uTcs.TrySetResult(result); } catch (Exception e) { Debug.LogError(e); uTcs.TrySetException(e); } finally { cancellation.Dispose(); } }); }, cancellationToken); return(uTcs.Task); }
/// <summary> /// 创建一个在目标 <see cref="T:System.Threading.Tasks.Task" /> 成功执行时异步执行的<see cref="T:UnityEngine.TaskExtension.UnityTask" />延续任务。 /// </summary> /// <param name="task">目标<see cref="T:System.Threading.Tasks.Task" /></param> /// <param name="continuation"> /// 在 <see cref="T:System.Threading.Tasks.Task" /> 完成时要运行的操作。 /// 在运行时,委托将作为一个参数传递给完成的任务。 /// </param> /// <param name="cancellationToken">将指派给新的延续任务的 <see cref="P:System.Threading.Tasks.TaskFactory.CancellationToken" />。</param> /// <returns> /// 一个新的延续 <see cref="T:System.Threading.Tasks.Task" />。 /// </returns> /// <exception cref="T:System.ArgumentNullException"> /// <paramref name="continuation" /> 参数为 <see langword="null" />。 /// </exception> public static UnityTask ContinueToForeground(this Task task, Action <Task> continuation, CancellationToken cancellationToken) { UnityTaskCompletionSource <object> uTcs = new UnityTaskCompletionSource <object>(); var cancellation = cancellationToken.Register(() => uTcs.TrySetCanceled()); task.ContinueWith(p => { UnityTaskScheduler.Post(() => { try { continuation(p); uTcs.TrySetResult(0); } catch (Exception e) { //Debug.LogError(e); uTcs.TrySetException(e); } finally { cancellation.Dispose(); } }); }, cancellationToken); return(uTcs.Task); }
/// <summary> /// Creates a TaskScheduler associated with the current Dpjia.UnityTask.SynchronizationContext. /// </summary> /// <returns></returns> public static UnityTaskScheduler FromCurrentSynchronizationContext() { if (g_defaultContext == null) { GameObject go = new GameObject(); go.name = "unity_task_scheduler"; g_defaultContext = go.AddComponent <UnityTaskScheduler>(); DontDestroyOnLoad(go);// 标记,不删除 } return(g_defaultContext); }
/// <summary> /// try to cancel /// </summary> /// <param name="p_result"></param> /// <returns></returns> internal bool TrySetCanceled() { if (m_isCompleted) { return(false); } UnityTaskScheduler.FromCurrentSynchronizationContext().Stop(TaskCoroutine); m_isCompleted = true; this.m_isCanceled = true; RunContinuations(); return(true); }
/// <summary> /// 创建一个在目标 <see cref="T:UnityEngine.TaskExtension.UnityTask`1" /> 完成时可接收取消标记并以异步方式执行的延续任务。 /// </summary> /// <param name="continuation"> /// 在 <see cref="T:UnityEngine.TaskExtension.UnityTask`1" /> 完成时要运行的操作。 /// 在运行时,委托将作为一个自变量传递给完成的任务。 /// </param> /// <param name="cancellationToken"> /// 将指派给新的延续任务的 <see cref="P:System.Threading.Tasks.TaskFactory.CancellationToken" />。 /// </param> /// <returns> /// 一个新的延续 <see cref="T:UnityEngine.TaskExtension.UnityTask`1" />。 /// </returns> /// <exception cref="T:System.ObjectDisposedException"> /// <see cref="T:System.Threading.CancellationTokenSource" /> 创建该标记已被释放。 /// </exception> /// <exception cref="T:System.ArgumentNullException"> /// <paramref name="continuation" /> 参数为 null。 /// </exception> public UnityTask <UnityTask <TResult> > ContinueWith <TResult>(Func <UnityTask, UnityTask <TResult> > continuation, CancellationToken cancellationToken) { bool completed = false; UnityTaskCompletionSource <UnityTask <TResult> > uTcs = new UnityTaskCompletionSource <UnityTask <TResult> >(); CancellationTokenRegistration cancellationTokenRegistration = cancellationToken.Register(() => uTcs.TrySetCanceled()); completed = _isCompleted; if (!completed) { _continuationActions.Add(t => { try { var result = continuation(t); uTcs.TrySetResult(result); } catch (Exception e) { Debug.LogError(e); uTcs.TrySetException(e); } finally { cancellationTokenRegistration.Dispose(); } }); } else { UnityTaskScheduler.Post(() => { try { var result = continuation(this); uTcs.TrySetResult(result); } catch (Exception e) { Debug.LogError(e); uTcs.TrySetException(e); } finally { cancellationTokenRegistration.Dispose(); } }); } return(uTcs.Task); }
/// <summary> /// try to cancel /// </summary> /// <returns></returns> internal bool TrySetCanceled() { if (_isCompleted) { return(false); } if (!string.IsNullOrEmpty(CoroutineCode)) { UnityTaskScheduler.Cancel(CoroutineCode); } _isCompleted = true; _isCanceled = true; RunContinuations(); return(true); }
/// <summary> /// 创建一个在目标 <see cref="T:UnityEngine.TaskExtension.UnityTask" /> 完成时可接收取消标记并以异步方式执行的延续任务。 /// </summary> /// <param name="continuation"> /// 在 <see cref="T:UnityEngine.TaskExtension.UnityTask" /> 完成时要运行的操作。 /// 在运行时,委托将作为一个自变量传递给完成的任务。 /// </param> /// <param name="cancellationToken"> /// 将指派给新的延续任务的 <see cref="P:System.Threading.Tasks.TaskFactory.CancellationToken" />。 /// </param> /// <returns> /// 一个新的延续 <see cref="T:UnityEngine.TaskExtension.UnityTask" />。 /// </returns> /// <exception cref="T:System.ObjectDisposedException"> /// <see cref="T:System.Threading.CancellationTokenSource" /> 创建该标记已被释放。 /// </exception> /// <exception cref="T:System.ArgumentNullException"> /// <paramref name="continuation" /> 参数为 null。 /// </exception> public UnityTask ContinueWith(Action <UnityTask> continuation, CancellationToken cancellationToken) { bool completed = false; UnityTaskCompletionSource <int> uTcs = new UnityTaskCompletionSource <int>(); CancellationTokenRegistration cancellationTokenRegistration = cancellationToken.Register(() => uTcs.TrySetCanceled()); completed = _isCompleted; if (!completed) { _continuationActions.Add(t => { try { continuation(this); uTcs.TrySetResult(0); } catch (Exception e) { uTcs.TrySetException(e); } finally { cancellationTokenRegistration.Dispose(); } }); } else { UnityTaskScheduler.Post(() => { try { continuation(this); uTcs.TrySetResult(0); } catch (Exception e) { uTcs.TrySetException(e); } finally { cancellationTokenRegistration.Dispose(); } }); } return(uTcs.Task); }
/// <summary> /// run tasks in continuation list /// </summary> private void RunContinuations() { if (Thread.CurrentThread.IsBackground) { var continueActions = _continuationActions.ToList(); UnityTaskScheduler.Post(() => { continueActions.ForEach(p => p(this)); }); _continuationActions.Clear(); } else { _continuationActions.ForEach(p => p(this)); _continuationActions.Clear(); } }
/// <summary> /// Creates and starts a Task<TResult> /// </summary> /// <typeparam name="TArg1"></typeparam> /// <param name="p_func"></param> /// <returns></returns> public UnityTask <TResult> StartNew <TResult>(Func <System.Collections.IEnumerator> p_func) { var tcs = new UnityTaskCompletionSource <TResult>(); tcs.Task.TaskGenerator = () => p_func(); tcs.Task.ReturnResult = result => { try { tcs.SetResult((TResult)result); } catch (Exception e) { tcs.SetException(e); } }; tcs.Task.TaskCoroutine = UnityTaskScheduler.FromCurrentSynchronizationContext().Post(tcs.Task.TaskGenerator(), tcs.Task.ReturnResult); return(tcs.Task); }