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- #if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
- #define SupportCustomYieldInstruction
- #endif
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Threading;
- using UniRx.InternalUtil;
- using UnityEngine;
- namespace UniRx
- {
- public sealed class MainThreadDispatcher : MonoBehaviour
- {
- public enum CullingMode
- {
- /// <summary>
- /// Won't remove any MainThreadDispatchers.
- /// </summary>
- Disabled,
- /// <summary>
- /// Checks if there is an existing MainThreadDispatcher on Awake(). If so, the new dispatcher removes itself.
- /// </summary>
- Self,
- /// <summary>
- /// Search for excess MainThreadDispatchers and removes them all on Awake().
- /// </summary>
- All
- }
- public static CullingMode cullingMode = CullingMode.Self;
- #if UNITY_EDITOR
- // In UnityEditor's EditorMode can't instantiate and work MonoBehaviour.Update.
- // EditorThreadDispatcher use EditorApplication.update instead of MonoBehaviour.Update.
- class EditorThreadDispatcher
- {
- static object gate = new object();
- static EditorThreadDispatcher instance;
- public static EditorThreadDispatcher Instance
- {
- get
- {
- // Activate EditorThreadDispatcher is dangerous, completely Lazy.
- lock (gate)
- {
- if (instance == null)
- {
- instance = new EditorThreadDispatcher();
- }
- return instance;
- }
- }
- }
- ThreadSafeQueueWorker editorQueueWorker = new ThreadSafeQueueWorker();
- EditorThreadDispatcher()
- {
- UnityEditor.EditorApplication.update += Update;
- }
- public void Enqueue(Action<object> action, object state)
- {
- editorQueueWorker.Enqueue(action, state);
- }
- public void UnsafeInvoke(Action action)
- {
- try
- {
- action();
- }
- catch (Exception ex)
- {
- Debug.LogException(ex);
- }
- }
- public void UnsafeInvoke<T>(Action<T> action, T state)
- {
- try
- {
- action(state);
- }
- catch (Exception ex)
- {
- Debug.LogException(ex);
- }
- }
- public void PseudoStartCoroutine(IEnumerator routine)
- {
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(routine), null);
- }
- void Update()
- {
- editorQueueWorker.ExecuteAll(x => Debug.LogException(x));
- }
- void ConsumeEnumerator(IEnumerator routine)
- {
- if (routine.MoveNext())
- {
- var current = routine.Current;
- if (current == null)
- {
- goto ENQUEUE;
- }
- var type = current.GetType();
- #if UNITY_2018_3_OR_NEWER
- #pragma warning disable CS0618
- #endif
- if (type == typeof(WWW))
- {
- var www = (WWW)current;
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitWWW(www, routine)), null);
- return;
- }
- #if UNITY_2018_3_OR_NEWER
- #pragma warning restore CS0618
- #endif
- else if (type == typeof(AsyncOperation))
- {
- var asyncOperation = (AsyncOperation)current;
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitAsyncOperation(asyncOperation, routine)), null);
- return;
- }
- else if (type == typeof(WaitForSeconds))
- {
- var waitForSeconds = (WaitForSeconds)current;
- var accessor = typeof(WaitForSeconds).GetField("m_Seconds", BindingFlags.Instance | BindingFlags.GetField | BindingFlags.NonPublic);
- var second = (float)accessor.GetValue(waitForSeconds);
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapWaitForSeconds(second, routine)), null);
- return;
- }
- else if (type == typeof(Coroutine))
- {
- Debug.Log("Can't wait coroutine on UnityEditor");
- goto ENQUEUE;
- }
- #if SupportCustomYieldInstruction
- else if (current is IEnumerator)
- {
- var enumerator = (IEnumerator)current;
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(UnwrapEnumerator(enumerator, routine)), null);
- return;
- }
- #endif
- ENQUEUE:
- editorQueueWorker.Enqueue(_ => ConsumeEnumerator(routine), null); // next update
- }
- }
- #if UNITY_2018_3_OR_NEWER
- #pragma warning disable CS0618
- #endif
- IEnumerator UnwrapWaitWWW(WWW www, IEnumerator continuation)
- {
- while (!www.isDone)
- {
- yield return null;
- }
- ConsumeEnumerator(continuation);
- }
- #if UNITY_2018_3_OR_NEWER
- #pragma warning restore CS0618
- #endif
- IEnumerator UnwrapWaitAsyncOperation(AsyncOperation asyncOperation, IEnumerator continuation)
- {
- while (!asyncOperation.isDone)
- {
- yield return null;
- }
- ConsumeEnumerator(continuation);
- }
- IEnumerator UnwrapWaitForSeconds(float second, IEnumerator continuation)
- {
- var startTime = DateTimeOffset.UtcNow;
- while (true)
- {
- yield return null;
- var elapsed = (DateTimeOffset.UtcNow - startTime).TotalSeconds;
- if (elapsed >= second)
- {
- break;
- }
- };
- ConsumeEnumerator(continuation);
- }
- IEnumerator UnwrapEnumerator(IEnumerator enumerator, IEnumerator continuation)
- {
- while (enumerator.MoveNext())
- {
- yield return null;
- }
- ConsumeEnumerator(continuation);
- }
- }
- #endif
- /// <summary>Dispatch Asyncrhonous action.</summary>
- public static void Post(Action<object> action, object state)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.Enqueue(action, state); return; }
- #endif
- var dispatcher = Instance;
- if (!isQuitting && !object.ReferenceEquals(dispatcher, null))
- {
- dispatcher.queueWorker.Enqueue(action, state);
- }
- }
- /// <summary>Dispatch Synchronous action if possible.</summary>
- public static void Send(Action<object> action, object state)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.Enqueue(action, state); return; }
- #endif
- if (mainThreadToken != null)
- {
- try
- {
- action(state);
- }
- catch (Exception ex)
- {
- var dispatcher = MainThreadDispatcher.Instance;
- if (dispatcher != null)
- {
- dispatcher.unhandledExceptionCallback(ex);
- }
- }
- }
- else
- {
- Post(action, state);
- }
- }
- /// <summary>Run Synchronous action.</summary>
- public static void UnsafeSend(Action action)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.UnsafeInvoke(action); return; }
- #endif
- try
- {
- action();
- }
- catch (Exception ex)
- {
- var dispatcher = MainThreadDispatcher.Instance;
- if (dispatcher != null)
- {
- dispatcher.unhandledExceptionCallback(ex);
- }
- }
- }
- /// <summary>Run Synchronous action.</summary>
- public static void UnsafeSend<T>(Action<T> action, T state)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.UnsafeInvoke(action, state); return; }
- #endif
- try
- {
- action(state);
- }
- catch (Exception ex)
- {
- var dispatcher = MainThreadDispatcher.Instance;
- if (dispatcher != null)
- {
- dispatcher.unhandledExceptionCallback(ex);
- }
- }
- }
- /// <summary>ThreadSafe StartCoroutine.</summary>
- public static void SendStartCoroutine(IEnumerator routine)
- {
- if (mainThreadToken != null)
- {
- StartCoroutine(routine);
- }
- else
- {
- #if UNITY_EDITOR
- // call from other thread
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; }
- #endif
- var dispatcher = Instance;
- if (!isQuitting && !object.ReferenceEquals(dispatcher, null))
- {
- dispatcher.queueWorker.Enqueue(_ =>
- {
- var dispacher2 = Instance;
- if (dispacher2 != null)
- {
- (dispacher2 as MonoBehaviour).StartCoroutine(routine);
- }
- }, null);
- }
- }
- }
- public static void StartUpdateMicroCoroutine(IEnumerator routine)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; }
- #endif
- var dispatcher = Instance;
- if (dispatcher != null)
- {
- dispatcher.updateMicroCoroutine.AddCoroutine(routine);
- }
- }
- public static void StartFixedUpdateMicroCoroutine(IEnumerator routine)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; }
- #endif
- var dispatcher = Instance;
- if (dispatcher != null)
- {
- dispatcher.fixedUpdateMicroCoroutine.AddCoroutine(routine);
- }
- }
- public static void StartEndOfFrameMicroCoroutine(IEnumerator routine)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return; }
- #endif
- var dispatcher = Instance;
- if (dispatcher != null)
- {
- dispatcher.endOfFrameMicroCoroutine.AddCoroutine(routine);
- }
- }
- new public static Coroutine StartCoroutine(IEnumerator routine)
- {
- #if UNITY_EDITOR
- if (!ScenePlaybackDetector.IsPlaying) { EditorThreadDispatcher.Instance.PseudoStartCoroutine(routine); return null; }
- #endif
- var dispatcher = Instance;
- if (dispatcher != null)
- {
- return (dispatcher as MonoBehaviour).StartCoroutine(routine);
- }
- else
- {
- return null;
- }
- }
- public static void RegisterUnhandledExceptionCallback(Action<Exception> exceptionCallback)
- {
- if (exceptionCallback == null)
- {
- // do nothing
- Instance.unhandledExceptionCallback = Stubs<Exception>.Ignore;
- }
- else
- {
- Instance.unhandledExceptionCallback = exceptionCallback;
- }
- }
- ThreadSafeQueueWorker queueWorker = new ThreadSafeQueueWorker();
- Action<Exception> unhandledExceptionCallback = ex => Debug.LogException(ex); // default
- MicroCoroutine updateMicroCoroutine = null;
- MicroCoroutine fixedUpdateMicroCoroutine = null;
- MicroCoroutine endOfFrameMicroCoroutine = null;
- static MainThreadDispatcher instance;
- static bool initialized;
- static bool isQuitting = false;
- public static string InstanceName
- {
- get
- {
- if (instance == null)
- {
- throw new NullReferenceException("MainThreadDispatcher is not initialized.");
- }
- return instance.name;
- }
- }
- public static bool IsInitialized
- {
- get { return initialized && instance != null; }
- }
- [ThreadStatic]
- static object mainThreadToken;
- static MainThreadDispatcher Instance
- {
- get
- {
- Initialize();
- return instance;
- }
- }
- public static void Initialize()
- {
- if (!initialized)
- {
- #if UNITY_EDITOR
- // Don't try to add a GameObject when the scene is not playing. Only valid in the Editor, EditorView.
- if (!ScenePlaybackDetector.IsPlaying) return;
- #endif
- MainThreadDispatcher dispatcher = null;
- try
- {
- dispatcher = GameObject.FindObjectOfType<MainThreadDispatcher>();
- }
- catch
- {
- // Throw exception when calling from a worker thread.
- var ex = new Exception("UniRx requires a MainThreadDispatcher component created on the main thread. Make sure it is added to the scene before calling UniRx from a worker thread.");
- UnityEngine.Debug.LogException(ex);
- throw ex;
- }
- if (isQuitting)
- {
- // don't create new instance after quitting
- // avoid "Some objects were not cleaned up when closing the scene find target" error.
- return;
- }
- if (dispatcher == null)
- {
- // awake call immediately from UnityEngine
- new GameObject("MainThreadDispatcher").AddComponent<MainThreadDispatcher>();
- }
- else
- {
- dispatcher.Awake(); // force awake
- }
- }
- }
- public static bool IsInMainThread
- {
- get
- {
- return (mainThreadToken != null);
- }
- }
- void Awake()
- {
- if (instance == null)
- {
- instance = this;
- mainThreadToken = new object();
- initialized = true;
- updateMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex));
- fixedUpdateMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex));
- endOfFrameMicroCoroutine = new MicroCoroutine(ex => unhandledExceptionCallback(ex));
- StartCoroutine(RunUpdateMicroCoroutine());
- StartCoroutine(RunFixedUpdateMicroCoroutine());
- StartCoroutine(RunEndOfFrameMicroCoroutine());
- DontDestroyOnLoad(gameObject);
- }
- else
- {
- if (this != instance)
- {
- if (cullingMode == CullingMode.Self)
- {
- // Try to destroy this dispatcher if there's already one in the scene.
- Debug.LogWarning("There is already a MainThreadDispatcher in the scene. Removing myself...");
- DestroyDispatcher(this);
- }
- else if (cullingMode == CullingMode.All)
- {
- Debug.LogWarning("There is already a MainThreadDispatcher in the scene. Cleaning up all excess dispatchers...");
- CullAllExcessDispatchers();
- }
- else
- {
- Debug.LogWarning("There is already a MainThreadDispatcher in the scene.");
- }
- }
- }
- }
- IEnumerator RunUpdateMicroCoroutine()
- {
- while (true)
- {
- yield return null;
- updateMicroCoroutine.Run();
- }
- }
- IEnumerator RunFixedUpdateMicroCoroutine()
- {
- while (true)
- {
- yield return YieldInstructionCache.WaitForFixedUpdate;
- fixedUpdateMicroCoroutine.Run();
- }
- }
- IEnumerator RunEndOfFrameMicroCoroutine()
- {
- while (true)
- {
- yield return YieldInstructionCache.WaitForEndOfFrame;
- endOfFrameMicroCoroutine.Run();
- }
- }
- static void DestroyDispatcher(MainThreadDispatcher aDispatcher)
- {
- if (aDispatcher != instance)
- {
- // Try to remove game object if it's empty
- var components = aDispatcher.gameObject.GetComponents<Component>();
- if (aDispatcher.gameObject.transform.childCount == 0 && components.Length == 2)
- {
- if (components[0] is Transform && components[1] is MainThreadDispatcher)
- {
- Destroy(aDispatcher.gameObject);
- }
- }
- else
- {
- // Remove component
- MonoBehaviour.Destroy(aDispatcher);
- }
- }
- }
- public static void CullAllExcessDispatchers()
- {
- var dispatchers = GameObject.FindObjectsOfType<MainThreadDispatcher>();
- for (int i = 0; i < dispatchers.Length; i++)
- {
- DestroyDispatcher(dispatchers[i]);
- }
- }
- void OnDestroy()
- {
- if (instance == this)
- {
- instance = GameObject.FindObjectOfType<MainThreadDispatcher>();
- initialized = instance != null;
- /*
- // Although `this` still refers to a gameObject, it won't be found.
- var foundDispatcher = GameObject.FindObjectOfType<MainThreadDispatcher>();
- if (foundDispatcher != null)
- {
- // select another game object
- Debug.Log("new instance: " + foundDispatcher.name);
- instance = foundDispatcher;
- initialized = true;
- }
- */
- }
- }
- void Update()
- {
- if (update != null)
- {
- try
- {
- update.OnNext(Unit.Default);
- }
- catch (Exception ex)
- {
- unhandledExceptionCallback(ex);
- }
- }
- queueWorker.ExecuteAll(unhandledExceptionCallback);
- }
- // for Lifecycle Management
- Subject<Unit> update;
- public static IObservable<Unit> UpdateAsObservable()
- {
- return Instance.update ?? (Instance.update = new Subject<Unit>());
- }
- Subject<Unit> lateUpdate;
- void LateUpdate()
- {
- if (lateUpdate != null) lateUpdate.OnNext(Unit.Default);
- }
- public static IObservable<Unit> LateUpdateAsObservable()
- {
- return Instance.lateUpdate ?? (Instance.lateUpdate = new Subject<Unit>());
- }
- Subject<bool> onApplicationFocus;
- void OnApplicationFocus(bool focus)
- {
- if (onApplicationFocus != null) onApplicationFocus.OnNext(focus);
- }
- public static IObservable<bool> OnApplicationFocusAsObservable()
- {
- return Instance.onApplicationFocus ?? (Instance.onApplicationFocus = new Subject<bool>());
- }
- Subject<bool> onApplicationPause;
- void OnApplicationPause(bool pause)
- {
- if (onApplicationPause != null) onApplicationPause.OnNext(pause);
- }
- public static IObservable<bool> OnApplicationPauseAsObservable()
- {
- return Instance.onApplicationPause ?? (Instance.onApplicationPause = new Subject<bool>());
- }
- Subject<Unit> onApplicationQuit;
- void OnApplicationQuit()
- {
- isQuitting = true;
- if (onApplicationQuit != null) onApplicationQuit.OnNext(Unit.Default);
- }
- public static IObservable<Unit> OnApplicationQuitAsObservable()
- {
- return Instance.onApplicationQuit ?? (Instance.onApplicationQuit = new Subject<Unit>());
- }
- }
- }
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