rabidus-test/Assets/Dreamteck/Splines/Core/SplineThreading.cs

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2023-07-24 16:38:13 +03:00
namespace Dreamteck.Splines
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
#if !UNITY_WSA
using System.Threading;
#endif
public static class SplineThreading
{
public delegate void EmptyHandler();
public static int threadCount
{
get {
#if UNITY_WSA
return 0;
#else
return threads.Length;
#endif
}
set
{
#if !UNITY_WSA
if(value > threads.Length)
{
while (threads.Length < value)
{
ThreadDef thread = new ThreadDef();
#if UNITY_EDITOR
if (Application.isPlaying)
{
thread.Restart();
}
#else
thread.Restart();
#endif
ArrayUtility.Add(ref threads, thread);
}
}
#endif
}
}
#if !UNITY_WSA
internal class ThreadDef
{
internal class Worker
{
internal bool computing = false;
internal Queue<EmptyHandler> instructions = new Queue<EmptyHandler>();
}
internal delegate void BoolHandler(bool flag);
private ParameterizedThreadStart start = null;
internal Thread thread = null;
private Worker worker = new Worker();
internal bool isAlive
{
get { return thread != null && thread.IsAlive; }
}
internal bool computing
{
get
{
return worker.computing;
}
}
internal ThreadDef()
{
start = new ParameterizedThreadStart(RunThread);
}
internal void Queue(EmptyHandler handler)
{
worker.instructions.Enqueue(handler);
}
internal void Interrupt()
{
thread.Interrupt();
}
internal void Restart()
{
thread = new Thread(start);
thread.Start(worker);
}
internal void Abort()
{
if (isAlive)
{
thread.Abort();
}
}
}
internal static ThreadDef[] threads = new ThreadDef[2];
internal static readonly object locker = new object();
static SplineThreading()
{
Application.quitting += Quitting;
for (int i = 0; i < threads.Length; i++)
{
threads[i] = new ThreadDef();
}
#if UNITY_EDITOR
PrewarmThreads();
UnityEditor.EditorApplication.playModeStateChanged += OnPlayStateChanged;
#endif
}
#if UNITY_EDITOR
static void OnPlayStateChanged(UnityEditor.PlayModeStateChange state)
{
if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode)
{
Quitting();
}
}
#endif
static void Quitting()
{
Stop();
}
static void RunThread(object o)
{
ThreadDef.Worker work = (ThreadDef.Worker)o;
while (true)
{
try
{
work.computing = false;
Thread.Sleep(Timeout.Infinite);
}
catch (ThreadInterruptedException)
{
work.computing = true;
lock (locker)
{
while (work.instructions.Count > 0)
{
EmptyHandler h = work.instructions.Dequeue();
if (h != null) h();
}
}
}
catch (System.Exception ex)
{
if(ex.Message != "") Debug.LogError("THREAD EXCEPTION " + ex.Message);
break;
}
}
Debug.Log("Thread stopped");
work.computing = false;
}
#endif
public static void Run(EmptyHandler handler)
{
#if !UNITY_WSA
#if UNITY_EDITOR
if (!Application.isPlaying)
{
handler();
return;
}
#endif
for (int i = 0; i < threads.Length; i++)
{
if (!threads[i].isAlive) threads[i].Restart();
if (!threads[i].computing || i == threads.Length - 1)
{
threads[i].Queue(handler);
if(!threads[i].computing)threads[i].Interrupt();
break;
}
}
#endif
}
public static void PrewarmThreads()
{
#if !UNITY_WSA
for (int i = 0; i < threads.Length; i++)
{
if (!threads[i].isAlive)
{
threads[i].Restart();
}
}
#endif
}
public static void Stop()
{
#if !UNITY_WSA
for (int i = 0; i < threads.Length; i++)
{
threads[i].Abort();
}
#endif
}
}
}