1118OPSSNew/Assets/SKFramework/UniTask/Runtime/PlayerLoopHelper.cs

393 lines
17 KiB
C#

#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using System.Linq;
using UnityEngine;
using Cysharp.Threading.Tasks.Internal;
using System.Threading;
#if UNITY_2019_3_OR_NEWER
using UnityEngine.LowLevel;
#else
using UnityEngine.Experimental.LowLevel;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Cysharp.Threading.Tasks
{
public static class UniTaskLoopRunners
{
public struct UniTaskLoopRunnerInitialization { };
public struct UniTaskLoopRunnerEarlyUpdate { };
public struct UniTaskLoopRunnerFixedUpdate { };
public struct UniTaskLoopRunnerPreUpdate { };
public struct UniTaskLoopRunnerUpdate { };
public struct UniTaskLoopRunnerPreLateUpdate { };
public struct UniTaskLoopRunnerPostLateUpdate { };
// Last
public struct UniTaskLoopRunnerLastInitialization { };
public struct UniTaskLoopRunnerLastEarlyUpdate { };
public struct UniTaskLoopRunnerLastFixedUpdate { };
public struct UniTaskLoopRunnerLastPreUpdate { };
public struct UniTaskLoopRunnerLastUpdate { };
public struct UniTaskLoopRunnerLastPreLateUpdate { };
public struct UniTaskLoopRunnerLastPostLateUpdate { };
// Yield
public struct UniTaskLoopRunnerYieldInitialization { };
public struct UniTaskLoopRunnerYieldEarlyUpdate { };
public struct UniTaskLoopRunnerYieldFixedUpdate { };
public struct UniTaskLoopRunnerYieldPreUpdate { };
public struct UniTaskLoopRunnerYieldUpdate { };
public struct UniTaskLoopRunnerYieldPreLateUpdate { };
public struct UniTaskLoopRunnerYieldPostLateUpdate { };
// Yield Last
public struct UniTaskLoopRunnerLastYieldInitialization { };
public struct UniTaskLoopRunnerLastYieldEarlyUpdate { };
public struct UniTaskLoopRunnerLastYieldFixedUpdate { };
public struct UniTaskLoopRunnerLastYieldPreUpdate { };
public struct UniTaskLoopRunnerLastYieldUpdate { };
public struct UniTaskLoopRunnerLastYieldPreLateUpdate { };
public struct UniTaskLoopRunnerLastYieldPostLateUpdate { };
}
public enum PlayerLoopTiming
{
Initialization = 0,
LastInitialization = 1,
EarlyUpdate = 2,
LastEarlyUpdate = 3,
FixedUpdate = 4,
LastFixedUpdate = 5,
PreUpdate = 6,
LastPreUpdate = 7,
Update = 8,
LastUpdate = 9,
PreLateUpdate = 10,
LastPreLateUpdate = 11,
PostLateUpdate = 12,
LastPostLateUpdate = 13
}
public interface IPlayerLoopItem
{
bool MoveNext();
}
public static class PlayerLoopHelper
{
public static SynchronizationContext UnitySynchronizationContext => unitySynchronizationContetext;
public static int MainThreadId => mainThreadId;
internal static string ApplicationDataPath => applicationDataPath;
public static bool IsMainThread => Thread.CurrentThread.ManagedThreadId == mainThreadId;
static int mainThreadId;
static string applicationDataPath;
static SynchronizationContext unitySynchronizationContetext;
static ContinuationQueue[] yielders;
static PlayerLoopRunner[] runners;
static PlayerLoopSystem[] InsertRunner(PlayerLoopSystem loopSystem,
Type loopRunnerYieldType, ContinuationQueue cq, Type lastLoopRunnerYieldType, ContinuationQueue lastCq,
Type loopRunnerType, PlayerLoopRunner runner, Type lastLoopRunnerType, PlayerLoopRunner lastRunner)
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) =>
{
if (state == PlayModeStateChange.EnteredEditMode || state == PlayModeStateChange.EnteredPlayMode)
{
return;
}
if (runner != null)
{
runner.Clear();
}
if (lastRunner != null)
{
lastRunner.Clear();
}
if (cq != null)
{
cq.Clear();
}
if (lastCq != null)
{
lastCq.Clear();
}
};
#endif
var yieldLoop = new PlayerLoopSystem
{
type = loopRunnerYieldType,
updateDelegate = cq.Run
};
var lastYieldLoop = new PlayerLoopSystem
{
type = lastLoopRunnerYieldType,
updateDelegate = lastCq.Run
};
var runnerLoop = new PlayerLoopSystem
{
type = loopRunnerType,
updateDelegate = runner.Run
};
var lastRunnerLoop = new PlayerLoopSystem
{
type = lastLoopRunnerType,
updateDelegate = lastRunner.Run
};
// Remove items from previous initializations.
var source = loopSystem.subSystemList
.Where(ls => ls.type != loopRunnerYieldType && ls.type != loopRunnerType && ls.type != lastLoopRunnerYieldType && ls.type != lastLoopRunnerType)
.ToArray();
var dest = new PlayerLoopSystem[source.Length + 4];
Array.Copy(source, 0, dest, 2, source.Length);
dest[0] = yieldLoop;
dest[1] = runnerLoop;
dest[dest.Length - 2] = lastYieldLoop;
dest[dest.Length - 1] = lastRunnerLoop;
return dest;
}
static PlayerLoopSystem[] InsertUniTaskSynchronizationContext(PlayerLoopSystem loopSystem)
{
var loop = new PlayerLoopSystem
{
type = typeof(UniTaskSynchronizationContext),
updateDelegate = UniTaskSynchronizationContext.Run
};
// Remove items from previous initializations.
var source = loopSystem.subSystemList
.Where(ls => ls.type != typeof(UniTaskSynchronizationContext))
.ToArray();
var dest = new System.Collections.Generic.List<PlayerLoopSystem>(source);
var index = dest.FindIndex(x => x.type.Name == "ScriptRunDelayedTasks");
if (index == -1)
{
index = dest.FindIndex(x => x.type.Name == "UniTaskLoopRunnerUpdate");
}
dest.Insert(index + 1, loop);
return dest.ToArray();
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Init()
{
// capture default(unity) sync-context.
unitySynchronizationContetext = SynchronizationContext.Current;
mainThreadId = Thread.CurrentThread.ManagedThreadId;
try
{
applicationDataPath = Application.dataPath;
}
catch { }
#if UNITY_EDITOR && UNITY_2019_3_OR_NEWER
// When domain reload is disabled, re-initialization is required when entering play mode;
// otherwise, pending tasks will leak between play mode sessions.
var domainReloadDisabled = UnityEditor.EditorSettings.enterPlayModeOptionsEnabled &&
UnityEditor.EditorSettings.enterPlayModeOptions.HasFlag(UnityEditor.EnterPlayModeOptions.DisableDomainReload);
if (!domainReloadDisabled && runners != null) return;
#else
if (runners != null) return; // already initialized
#endif
var playerLoop =
#if UNITY_2019_3_OR_NEWER
PlayerLoop.GetCurrentPlayerLoop();
#else
PlayerLoop.GetDefaultPlayerLoop();
#endif
Initialize(ref playerLoop);
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
static void InitOnEditor()
{
// Execute the play mode init method
Init();
// register an Editor update delegate, used to forcing playerLoop update
EditorApplication.update += ForceEditorPlayerLoopUpdate;
}
private static void ForceEditorPlayerLoopUpdate()
{
if (EditorApplication.isPlayingOrWillChangePlaymode || EditorApplication.isCompiling || EditorApplication.isUpdating)
{
// Not in Edit mode, don't interfere
return;
}
// EditorApplication.QueuePlayerLoopUpdate causes performance issue, don't call directly.
// EditorApplication.QueuePlayerLoopUpdate();
if (yielders != null)
{
foreach (var item in yielders)
{
if (item != null) item.Run();
}
}
if (runners != null)
{
foreach (var item in runners)
{
if (item != null) item.Run();
}
}
UniTaskSynchronizationContext.Run();
}
#endif
public static void Initialize(ref PlayerLoopSystem playerLoop)
{
yielders = new ContinuationQueue[14];
runners = new PlayerLoopRunner[14];
var copyList = playerLoop.subSystemList.ToArray();
// Initialization
copyList[0].subSystemList = InsertRunner(copyList[0], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldInitialization), yielders[0] = new ContinuationQueue(PlayerLoopTiming.Initialization),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldInitialization), yielders[1] = new ContinuationQueue(PlayerLoopTiming.LastInitialization),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization), runners[1] = new PlayerLoopRunner(PlayerLoopTiming.Initialization),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastInitialization), runners[1] = new PlayerLoopRunner(PlayerLoopTiming.LastInitialization));
// EarlyUpdate
copyList[1].subSystemList = InsertRunner(copyList[1], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldEarlyUpdate), yielders[2] = new ContinuationQueue(PlayerLoopTiming.EarlyUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldEarlyUpdate), yielders[3] = new ContinuationQueue(PlayerLoopTiming.LastEarlyUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerEarlyUpdate), runners[2] = new PlayerLoopRunner(PlayerLoopTiming.EarlyUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastEarlyUpdate), runners[3] = new PlayerLoopRunner(PlayerLoopTiming.LastEarlyUpdate));
// FixedUpdate
copyList[2].subSystemList = InsertRunner(copyList[2], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldFixedUpdate), yielders[4] = new ContinuationQueue(PlayerLoopTiming.FixedUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldFixedUpdate), yielders[5] = new ContinuationQueue(PlayerLoopTiming.LastFixedUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerFixedUpdate), runners[4] = new PlayerLoopRunner(PlayerLoopTiming.FixedUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastFixedUpdate), runners[5] = new PlayerLoopRunner(PlayerLoopTiming.LastFixedUpdate));
// PreUpdate
copyList[3].subSystemList = InsertRunner(copyList[3], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreUpdate), yielders[6] = new ContinuationQueue(PlayerLoopTiming.PreUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreUpdate), yielders[7] = new ContinuationQueue(PlayerLoopTiming.LastPreUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreUpdate), runners[6] = new PlayerLoopRunner(PlayerLoopTiming.PreUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreUpdate), runners[7] = new PlayerLoopRunner(PlayerLoopTiming.LastPreUpdate));
// Update
copyList[4].subSystemList = InsertRunner(copyList[4], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldUpdate), yielders[8] = new ContinuationQueue(PlayerLoopTiming.Update),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldUpdate), yielders[9] = new ContinuationQueue(PlayerLoopTiming.LastUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerUpdate), runners[8] = new PlayerLoopRunner(PlayerLoopTiming.Update),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastUpdate), runners[9] = new PlayerLoopRunner(PlayerLoopTiming.LastUpdate));
// PreLateUpdate
copyList[5].subSystemList = InsertRunner(copyList[5], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreLateUpdate), yielders[10] = new ContinuationQueue(PlayerLoopTiming.PreLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreLateUpdate), yielders[11] = new ContinuationQueue(PlayerLoopTiming.LastPreLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreLateUpdate), runners[10] = new PlayerLoopRunner(PlayerLoopTiming.PreLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreLateUpdate), runners[11] = new PlayerLoopRunner(PlayerLoopTiming.LastPreLateUpdate));
// PostLateUpdate
copyList[6].subSystemList = InsertRunner(copyList[6], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPostLateUpdate), yielders[12] = new ContinuationQueue(PlayerLoopTiming.PostLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPostLateUpdate), yielders[13] = new ContinuationQueue(PlayerLoopTiming.LastPostLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerPostLateUpdate), runners[12] = new PlayerLoopRunner(PlayerLoopTiming.PostLateUpdate),
typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPostLateUpdate), runners[13] = new PlayerLoopRunner(PlayerLoopTiming.LastPostLateUpdate));
// Insert UniTaskSynchronizationContext to Update loop
copyList[4].subSystemList = InsertUniTaskSynchronizationContext(copyList[4]);
playerLoop.subSystemList = copyList;
PlayerLoop.SetPlayerLoop(playerLoop);
}
public static void AddAction(PlayerLoopTiming timing, IPlayerLoopItem action)
{
runners[(int)timing].AddAction(action);
}
public static void AddContinuation(PlayerLoopTiming timing, Action continuation)
{
yielders[(int)timing].Enqueue(continuation);
}
// Diagnostics helper
#if UNITY_2019_3_OR_NEWER
public static void DumpCurrentPlayerLoop()
{
var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
var sb = new System.Text.StringBuilder();
sb.AppendLine($"PlayerLoop List");
foreach (var header in playerLoop.subSystemList)
{
sb.AppendFormat("------{0}------", header.type.Name);
sb.AppendLine();
foreach (var subSystem in header.subSystemList)
{
sb.AppendFormat("{0}", subSystem.type.Name);
sb.AppendLine();
if (subSystem.subSystemList != null)
{
UnityEngine.Debug.LogWarning("More Subsystem:" + subSystem.subSystemList.Length);
}
}
}
UnityEngine.Debug.Log(sb.ToString());
}
public static bool IsInjectedUniTaskPlayerLoop()
{
var playerLoop = UnityEngine.LowLevel.PlayerLoop.GetCurrentPlayerLoop();
foreach (var header in playerLoop.subSystemList)
{
foreach (var subSystem in header.subSystemList)
{
if (subSystem.type == typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization))
{
return true;
}
}
}
return false;
}
#endif
}
}