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220 lines
8.4 KiB
C#
220 lines
8.4 KiB
C#
#if UNITY_2020_1_OR_NEWER && ! UNITY_2021
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#define UNITY_2020_BUG
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#endif
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using System;
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using System.Runtime.CompilerServices;
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using YooAsset;
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using static Cysharp.Threading.Tasks.Internal.Error;
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namespace Cysharp.Threading.Tasks
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{
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public static class HandleBaseExtensions
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{
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public static UniTask.Awaiter GetAwaiter(this HandleBase handle)
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{
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return ToUniTask(handle).GetAwaiter();
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}
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public static UniTask ToUniTask(this HandleBase handle, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update)
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{
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ThrowArgumentNullException(handle, nameof(handle));
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if (!handle.IsValid)
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{
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return UniTask.CompletedTask;
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}
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return new UniTask(
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HandleBaserConfiguredSource.Create(handle, timing, progress, out var token),
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token
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);
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}
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sealed class HandleBaserConfiguredSource : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode<HandleBaserConfiguredSource>
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{
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private static TaskPool<HandleBaserConfiguredSource> _pool;
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private HandleBaserConfiguredSource _nextNode;
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private readonly Action<HandleBase> _continuationAction;
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private HandleBase _handle;
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private IProgress<float> _progress;
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private bool _completed;
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private UniTaskCompletionSourceCore<AsyncUnit> _core;
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public ref HandleBaserConfiguredSource NextNode => ref _nextNode;
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static HandleBaserConfiguredSource()
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{
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TaskPool.RegisterSizeGetter(typeof(HandleBaserConfiguredSource), () => _pool.Size);
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}
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HandleBaserConfiguredSource() { _continuationAction = Continuation; }
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public static IUniTaskSource Create(HandleBase handle, PlayerLoopTiming timing, IProgress<float> progress, out short token)
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{
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if (!_pool.TryPop(out var result))
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{
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result = new HandleBaserConfiguredSource();
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}
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result._handle = handle;
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result._progress = progress;
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result._completed = false;
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TaskTracker.TrackActiveTask(result, 3);
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if (progress != null)
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{
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PlayerLoopHelper.AddAction(timing, result);
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}
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// BUG 在 Unity 2020.3.36 版本测试中, IL2Cpp 会报 如下错误
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// BUG ArgumentException: Incompatible Delegate Types. First is System.Action`1[[YooAsset.AssetHandle, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]] second is System.Action`1[[YooAsset.OperationHandleBase, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]
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// BUG 也可能报的是 Action '1' Action '1' 的 InvalidCastException
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// BUG 此处不得不这么修改, 如果后续 Unity 修复了这个问题, 可以恢复之前的写法
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#if UNITY_2020_BUG
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switch (handle)
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{
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case AssetHandle asset_handle:
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asset_handle.Completed += result.AssetContinuation;
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break;
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case SceneHandle scene_handle:
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scene_handle.Completed += result.SceneContinuation;
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break;
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case SubAssetsHandle sub_asset_handle:
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sub_asset_handle.Completed += result.SubContinuation;
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break;
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case RawFileHandle raw_file_handle:
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raw_file_handle.Completed += result.RawFileContinuation;
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break;
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case AllAssetsHandle all_assets_handle:
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all_assets_handle.Completed += result.AllAssetsContinuation;
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break;
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}
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#else
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switch (handle)
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{
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case AssetHandle asset_handle:
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asset_handle.Completed += result.continuationAction;
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break;
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case SceneHandle scene_handle:
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scene_handle.Completed += result.continuationAction;
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break;
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case SubAssetsHandle sub_asset_handle:
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sub_asset_handle.Completed += result.continuationAction;
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break;
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case RawFileHandle raw_file_handle:
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raw_file_handle.Completed += result.continuationAction;
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break;
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case AllAssetsHandle all_assets_handle:
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all_assets_handle.Completed += result.continuationAction;
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break;
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}
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#endif
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token = result._core.Version;
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return result;
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}
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#if UNITY_2020_BUG
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private void AssetContinuation(AssetHandle handle)
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{
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handle.Completed -= AssetContinuation;
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BaseContinuation();
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}
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private void SceneContinuation(SceneHandle handle)
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{
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handle.Completed -= SceneContinuation;
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BaseContinuation();
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}
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private void SubContinuation(SubAssetsHandle handle)
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{
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handle.Completed -= SubContinuation;
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BaseContinuation();
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}
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private void RawFileContinuation(RawFileHandle handle)
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{
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handle.Completed -= RawFileContinuation;
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BaseContinuation();
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}
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private void AllAssetsContinuation(AllAssetsHandle handle)
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{
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handle.Completed -= AllAssetsContinuation;
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BaseContinuation();
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}
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#endif
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void BaseContinuation()
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{
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if (_completed)
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{
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TryReturn();
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}
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else
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{
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_completed = true;
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if (_handle.Status == EOperationStatus.Failed)
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{
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_core.TrySetException(new Exception(_handle.LastError));
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}
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else
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{
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_core.TrySetResult(AsyncUnit.Default);
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}
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}
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}
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private void Continuation(HandleBase _)
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{
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switch (_handle)
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{
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case AssetHandle asset_handle:
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asset_handle.Completed -= _continuationAction;
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break;
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case SceneHandle scene_handle:
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scene_handle.Completed -= _continuationAction;
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break;
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case SubAssetsHandle sub_asset_handle:
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sub_asset_handle.Completed -= _continuationAction;
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break;
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case RawFileHandle raw_file_handle:
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raw_file_handle.Completed -= _continuationAction;
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break;
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case AllAssetsHandle all_assets_handle:
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all_assets_handle.Completed -= _continuationAction;
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break;
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}
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BaseContinuation();
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}
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private bool TryReturn()
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{
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TaskTracker.RemoveTracking(this);
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_core.Reset();
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_handle = default;
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_progress = default;
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return _pool.TryPush(this);
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}
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public UniTaskStatus GetStatus(short token) => _core.GetStatus(token);
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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 void GetResult(short token) { _core.GetResult(token); }
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public UniTaskStatus UnsafeGetStatus() => _core.UnsafeGetStatus();
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public bool MoveNext()
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{
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if (_completed)
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{
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TryReturn();
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return false;
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}
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if (_handle.IsValid)
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{
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_progress?.Report(_handle.Progress);
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}
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return true;
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}
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}
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}
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}
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