219 lines
5.7 KiB
C#
219 lines
5.7 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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namespace Guru
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{
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// Loom lets you easily run code on another thread and have that other thread run code on the main game thread when it needs to.
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public class Loom : MonoBehaviour
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{
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public static int maxThreads = 10;
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private static int numThreads;
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private static Loom _instance;
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public static Loom Instance
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{
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get
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{
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Initialize();
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return _instance;
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}
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}
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void Awake()
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{
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_instance = this;
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initialized = true;
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}
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static bool initialized;
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public static void Initialize()
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{
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if (!initialized)
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{
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if (!Application.isPlaying) return;
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initialized = true;
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var g = new GameObject("Loom");
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DontDestroyOnLoad(g);
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_instance = g.AddComponent<Loom>();
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}
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}
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public struct DelayedQueueItem
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{
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public float time;
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public Action action;
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}
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private List<Action> _actions = new List<Action>();
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private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
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private List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
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// Runs a set of statements on the main thread
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public static void QueueOnMainThread(Action action)
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{
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QueueOnMainThread(action, 0f);
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}
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// Runs a set of statements on the main thread (with an optional delay).
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public static void QueueOnMainThread(Action action, float time)
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{
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if (time != 0)
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{
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lock (_instance._delayed)
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{
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_instance._delayed.Add(new DelayedQueueItem { time = Time.unscaledTime + time, action = action });
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}
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}
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else
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{
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lock (_instance._actions)
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{
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_instance._actions.Add(action);
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}
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}
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}
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// Runs a set of statements on another thread
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public static Thread RunAsync(Action a)
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{
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Initialize();
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while (numThreads >= maxThreads)
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{
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Thread.Sleep(1);
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}
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Interlocked.Increment(ref numThreads);
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ThreadPool.QueueUserWorkItem(RunAction, a);
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return null;
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}
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private static void RunAction(object action)
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{
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try
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{
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((Action)action)();
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}
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catch
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{
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}
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finally
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{
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Interlocked.Decrement(ref numThreads);
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}
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}
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public static void Reset()
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{
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if (_instance == null) return;
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lock (_instance._delayed)
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{
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_instance._delayed.Clear();
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_instance._currentDelayed.Clear();
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}
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lock (_instance._actions)
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{
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_instance._actions.Clear();
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}
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}
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public bool IsThreadsMax()
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{
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return numThreads >= maxThreads;
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}
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void OnDisable()
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{
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if (_instance == this)
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{
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_instance = null;
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}
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}
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List<Action> _currentActions = new List<Action>();
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void Update()
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{
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if (_actions.Count > 0)
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{
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lock (_actions)
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{
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_currentActions.Clear();
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_currentActions.AddRange(_actions);
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_actions.Clear();
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}
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for (int i = 0; i < _currentActions.Count; i++)
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{
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try
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{
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_currentActions[i].Invoke();
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}
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catch(Exception ex)
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{
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LogException(ex);
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}
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}
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if (_delayed.Count > 0)
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{
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lock (_delayed)
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{
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_currentDelayed.Clear();
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for (int i = 0; i < _delayed.Count; i++)
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{
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var d = _delayed[i];
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if (d.time <= Time.unscaledTime)
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{
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_currentDelayed.Add(d);
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}
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}
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for (int i = 0; i < _currentDelayed.Count; i++)
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{
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var item = _currentDelayed[i];
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_delayed.Remove(item);
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}
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}
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for (int i = 0; i < _currentDelayed.Count; i++)
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{
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try
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{
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_currentDelayed[i].action.Invoke();
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}
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catch (Exception ex)
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{
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LogException(ex);
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}
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}
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}
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}
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}
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void LogException(Exception ex)
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{
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string msg = ex.Message;
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string stack_trace = ex.StackTrace;
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if (ex.InnerException != null)
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{
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msg = ex.InnerException.Message;
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stack_trace = ex.InnerException.StackTrace;
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}
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Debug.LogError($"[Loom]InvokeMainThreadAction: {msg}\nStack Trace: {stack_trace}");
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}
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}
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}
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