mirror of
https://github.com/Cysharp/UniTask.git
synced 2026-05-16 20:20:45 +00:00
complete implementation(triggers and etc...)
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@@ -3,136 +3,117 @@
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using System;
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using System.Threading;
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using UniRx.Async.Internal;
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using Unity.Jobs;
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namespace UniRx.Async
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{
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public static partial class UnityAsyncExtensions
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{
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public static IAwaiter GetAwaiter(this JobHandle jobHandle)
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public static UniTask.Awaiter GetAwaiter(this JobHandle jobHandle)
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{
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var awaiter = new JobHandleAwaiter(jobHandle, CancellationToken.None);
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if (!awaiter.IsCompleted)
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var handler = JobHandlePromise.Create(jobHandle, CancellationToken.None, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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{
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, loopItem);
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}
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return awaiter;
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return new UniTask(handler, token).GetAwaiter();
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}
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public static UniTask ToUniTask(this JobHandle jobHandle, CancellationToken cancellation = default(CancellationToken))
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{
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var awaiter = new JobHandleAwaiter(jobHandle, cancellation);
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if (!awaiter.IsCompleted)
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var handler = JobHandlePromise.Create(jobHandle, cancellation, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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{
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, awaiter);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.Update, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PreLateUpdate, loopItem);
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PlayerLoopHelper.AddAction(PlayerLoopTiming.PostLateUpdate, loopItem);
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}
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return new UniTask(awaiter);
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return new UniTask(handler, token);
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}
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public static UniTask ConfigureAwait(this JobHandle jobHandle, PlayerLoopTiming waitTiming, CancellationToken cancellation = default(CancellationToken))
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{
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var awaiter = new JobHandleAwaiter(jobHandle, cancellation);
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if (!awaiter.IsCompleted)
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var handler = JobHandlePromise.Create(jobHandle, cancellation, out var token);
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if (handler.GetStatus(token).IsCompleted() && handler is JobHandlePromise loopItem)
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{
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PlayerLoopHelper.AddAction(waitTiming, awaiter);
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PlayerLoopHelper.AddAction(waitTiming, loopItem);
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}
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return new UniTask(awaiter);
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return new UniTask(handler, token);
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}
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class JobHandleAwaiter : IAwaiter, IPlayerLoopItem
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sealed class JobHandlePromise : IUniTaskSource, IPlayerLoopItem
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{
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JobHandle jobHandle;
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CancellationToken cancellationToken;
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UniTaskStatus status;
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Action continuation;
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public JobHandleAwaiter(JobHandle jobHandle, CancellationToken cancellationToken, int skipFrame = 2)
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UniTaskCompletionSourceCore<AsyncUnit> core;
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public static IUniTaskSource Create(JobHandle jobHandle, CancellationToken cancellationToken, out short token)
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{
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this.status = cancellationToken.IsCancellationRequested ? UniTaskStatus.Canceled
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: jobHandle.IsCompleted ? UniTaskStatus.Succeeded
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: UniTaskStatus.Pending;
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if (cancellationToken.IsCancellationRequested)
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{
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return AutoResetUniTaskCompletionSource.CreateFromCanceled(cancellationToken, out token);
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}
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if (this.status.IsCompleted()) return;
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// not use pool.
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var result = new JobHandlePromise();
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this.jobHandle = jobHandle;
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this.cancellationToken = cancellationToken;
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this.status = UniTaskStatus.Pending;
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this.continuation = null;
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result.jobHandle = jobHandle;
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result.cancellationToken = cancellationToken;
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TaskTracker.TrackActiveTask(this, skipFrame);
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TaskTracker.TrackActiveTask(result, 3);
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token = result.core.Version;
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return result;
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}
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public bool IsCompleted => status.IsCompleted();
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public UniTaskStatus Status => status;
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public void GetResult()
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public void GetResult(short token)
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{
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if (status == UniTaskStatus.Succeeded)
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{
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return;
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}
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else if (status == UniTaskStatus.Canceled)
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{
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Error.ThrowOperationCanceledException();
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}
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TaskTracker.RemoveTracking(this);
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core.GetResult(token);
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}
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Error.ThrowNotYetCompleted();
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public UniTaskStatus GetStatus(short token)
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{
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return core.GetStatus(token);
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}
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public UniTaskStatus UnsafeGetStatus()
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{
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return core.UnsafeGetStatus();
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}
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public void OnCompleted(Action<object> continuation, object state, short token)
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{
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core.OnCompleted(continuation, state, token);
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}
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public bool MoveNext()
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{
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if (cancellationToken.IsCancellationRequested)
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{
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// Call jobHandle.Complete after finished.
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PlayerLoopHelper.AddAction(PlayerLoopTiming.EarlyUpdate, new JobHandleAwaiter(jobHandle, CancellationToken.None, 1));
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InvokeContinuation(UniTaskStatus.Canceled);
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core.TrySetCanceled(cancellationToken);
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return false;
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}
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if (jobHandle.IsCompleted)
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{
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jobHandle.Complete();
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InvokeContinuation(UniTaskStatus.Succeeded);
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core.TrySetResult(AsyncUnit.Default);
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return false;
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}
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return true;
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}
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void InvokeContinuation(UniTaskStatus status)
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{
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this.status = status;
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var cont = this.continuation;
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// cleanup
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TaskTracker.RemoveTracking(this);
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this.continuation = null;
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this.cancellationToken = CancellationToken.None;
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this.jobHandle = default(JobHandle);
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if (cont != null) cont.Invoke();
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}
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public void OnCompleted(Action continuation)
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{
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UnsafeOnCompleted(continuation);
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}
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public void UnsafeOnCompleted(Action continuation)
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{
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Error.ThrowWhenContinuationIsAlreadyRegistered(this.continuation);
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this.continuation = continuation;
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}
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}
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}
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}
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