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https://github.com/Cysharp/UniTask.git
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(BreakingChange)AsyncOperation.WithCancellation same ToUniTask(ctoken)
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135
README.md
135
README.md
@@ -127,9 +127,6 @@ async UniTask<string> DemoAsync()
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// shorthand of WhenAll, tuple can await directly
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var (google2, bing2, yahoo2) = await (task1, task2, task3);
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// You can handle timeouts easily
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await GetTextAsync(UnityWebRequest.Get("http://unity.com")).Timeout(TimeSpan.FromMilliseconds(300));
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// return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)).
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return (asset as TextAsset)?.text ?? throw new InvalidOperationException("Asset not found");
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@@ -154,7 +151,7 @@ UniTask provides three pattern of extension methods.
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`WithCancellation` is a simple version of `ToUniTask`, both return `UniTask`. For details of cancellation, see: [Cancellation and Exception handling](#cancellation-and-exception-handling) section.
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> Note: WithCancellation is returned from native timing of PlayerLoop but ToUniTask is returned from specified PlayerLoopTiming. For details of timing, see: [PlayerLoop](#playerloop) section.
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> Note: await directly is returned from native timing of PlayerLoop but WithCancellation and ToUniTask are returned from specified PlayerLoopTiming. For details of timing, see: [PlayerLoop](#playerloop) section.
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> Note: AssetBundleRequest has `asset` and `allAssets`, default await returns `asset`. If you want to get `allAssets`, you can use `AwaitForAllAssets()` method.
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@@ -286,6 +283,100 @@ if (isCanceled)
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Note: Only suppress throws if you call directly into the most source method. Otherwise, the return value will be converted, but the entire pipeline will not suppress throws.
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Timeout handling
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---
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Timeout is a variation of cancellation. You can set timeout by `CancellationTokenSouce.CancelAfterSlim(TimeSpan)` and pass CancellationToken to async methods.
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```csharp
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var cts = new CancellationTokenSource();
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cts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.
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try
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{
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await UnityWebRequest.Get("http://foo").SendWebRequest().WithCancellation(cts.Token);
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}
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catch (OperationCanceledException ex)
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{
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if (ex.CancellationToken == cts.Token)
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{
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UnityEngine.Debug.Log("Timeout");
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}
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}
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```
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> `CancellationTokenSouce.CancelAfter` is a standard api. However in Unity you should not use it because it depends threading timer. `CancelAfterSlim` is UniTask's extension methods, it uses PlayerLoop instead.
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If you want to use timeout with other source of cancellation, use `CancellationTokenSource.CreateLinkedTokenSource`.
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```csharp
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var cancelToken = new CancellationTokenSource();
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cancelButton.onClick.AddListener(()=>
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{
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cancelToken.Cancel(); // cancel from button click.
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});
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var timeoutToken = new CancellationTokenSource();
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timeoutToken.CancelAfterSlim(TimeSpan.FromSeconds(5)); // 5sec timeout.
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try
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{
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// combine token
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var linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(cancelToken.Token, timeoutToken.Token);
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await UnityWebRequest.Get("http://foo").SendWebRequest().WithCancellation(linkedTokenSource.Token);
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}
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catch (OperationCanceledException ex)
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{
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if (timeoutToken.IsCancellationRequested)
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{
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UnityEngine.Debug.Log("Timeout.");
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}
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else if (cancelToken.IsCancellationRequested)
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{
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UnityEngine.Debug.Log("Cancel clicked.");
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}
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}
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```
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Optimize for reduce allocation of CancellationTokenSource for timeout per call async method, you can use UniTask's `TimeoutController`.
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```csharp
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TimeoutController timeoutController = new TimeoutController(); // setup to field for reuse.
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async UniTask FooAsync()
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{
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try
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{
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// you can pass timeoutController.Timeout(TimeSpan) to cancellationToken.
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await UnityWebRequest.Get("http://foo").SendWebRequest()
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.WithCancellation(timeoutController.Timeout(TimeSpan.FromSeconds(5)));
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timeoutController.Reset(); // call Reset(Stop timeout timer and ready for reuse) when succeed.
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}
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catch (OperationCanceledException ex)
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{
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if (timeoutController.IsTimeout())
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{
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UnityEngine.Debug.Log("timeout");
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}
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}
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}
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```
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If you want to use timeout with other source of cancellation, use `new TimeoutController(CancellationToken)`.
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```csharp
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TimeoutController timeoutController;
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CancellationTokenSource clickCancelSource;
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void Start()
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{
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this.clickCancelSource = new CancellationTokenSource();
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this.timeoutController = new TimeoutController(clickCancelSource);
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}
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```
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Note: UniTask has `.Timeout`, `.TimeoutWithoutException` methods however, if possible, do not use these, please pass `CancellationToken`. Because `.Timeout` work from external of task, can not stop timeoutted task. `.Timeout` means ignore result when timeout. If you pass a `CancellationToken` to the method, it will act from inside of the task, so it is possible to stop a running task.
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Progress
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---
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Some async operations for unity have `ToUniTask(IProgress<float> progress = null, ...)` extension methods.
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@@ -366,7 +457,7 @@ It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.
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`AsyncOperation` is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after being called, the loaded scene's `Start` is called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`.
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In UniTask, await directly and `WithCancellation` use native timing, `ToUniTask` uses specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.
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In UniTask, await directly uses native timing, `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.
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In the stacktrace, you can check where it is running in playerloop.
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@@ -408,6 +499,37 @@ void Start()
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}
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```
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You can optimize loop cost slightly by remove unuse PlayerLoopTiming injection. You can call `PlayerLoopHelper.Initialize(InjectPlayerLoopTimings)` on initialize.
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```csharp
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var loop = PlayerLoop.GetCurrentPlayerLoop();
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PlayerLoopHelper.Initialize(ref loop, InjectPlayerLoopTimings.Minimum); // minimum is Update | FixedUpdate | LastPostLateUpdate
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```
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`InjectPlayerLoopTimings` has three preset, `All` and `Standard`(All without last except LastPostLateUpdate), `Minimum`(`Update | FixedUpdate | LastPostLateUpdate`). Default is All and you can combine custom inject timings like `InjectPlayerLoopTimings.Update | InjectPlayerLoopTimings.FixedUpdate | InjectPlayerLoopTimings.PreLateUpdate`.
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You can make error to use uninjected `PlayerLoopTiming` by [Microsoft.CodeAnalysis.BannedApiAnalyzers](https://github.com/dotnet/roslyn-analyzers/blob/master/src/Microsoft.CodeAnalysis.BannedApiAnalyzers/BannedApiAnalyzers.Help.md). For example, you can setup `BannedSymbols.txt` like this for `InjectPlayerLoopTimings.Minimum`.
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```txt
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.Initialization; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastInitialization; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.EarlyUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastEarlyUpdate; Isn't injected this PlayerLoop in this project.d
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastFixedUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.PreLateUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastPreLateUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.PostLateUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.TimeUpdate; Isn't injected this PlayerLoop in this project.
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F:Cysharp.Threading.Tasks.PlayerLoopTiming.LastTimeUpdate; Isn't injected this PlayerLoop in this project.
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```
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You can configure `RS0030` severity to error.
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async void vs async UniTaskVoid
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---
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`async void` is a standard C# task system so it does not run on UniTask systems. It is better not to use it. `async UniTaskVoid` is a lightweight version of `async UniTask` because it does not have awaitable completion and reports errors immediately to `UniTaskScheduler.UnobservedTaskException`. If you don't require awaiting (fire and forget), using `UniTaskVoid` is better. Unfortunately to dismiss warning, you're required to call `Forget()`.
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@@ -812,8 +934,9 @@ For UnityEditor
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---
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UniTask can run on Unity Editor like an Editor Coroutine. However, there are some limitations.
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* Delay, DelayFrame do not work correctly because they can not get deltaTime in editor. Return the result of the await immediately; you can use `DelayType.Realtime` to wait for the right time.
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* UniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to `DelayType.Realtime` that wait for the right time.
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* All PlayerLoopTiming run on the timing `EditorApplication.update`.
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* `-batchmode` with `-quit` does not work because does not run `EditorApplication.update`(quit on single frame) so should not use `-quit` and quit manually with `Environment.Exit(0)`.
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Compare with Standard Task API
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---
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