99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
/*
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Implementation of ISynchronizeInvoke for Unity3D game engine.
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Can be used to invoke anything on main Unity thread.
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ISynchronizeInvoke is used extensively in .NET forms it's is elegant and quite useful in Unity as well.
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I implemented it so i can use it with System.IO.FileSystemWatcher.SynchronizingObject.
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help from: http://www.codeproject.com/Articles/12082/A-DelegateQueue-Class
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example usage: https://gist.github.com/aeroson/90bf21be3fdc4829e631
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license: WTFPL (http://www.wtfpl.net/)
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contact: aeroson (theaeroson @gmail.com)
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*/
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Reflection;
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using System.Threading;
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public class DeferredSynchronizeInvoke : ISynchronizeInvoke
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{
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Queue<UnityAsyncResult> fifoToExecute = new Queue<UnityAsyncResult>();
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Thread mainThread;
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public bool InvokeRequired { get { return mainThread.ManagedThreadId != Thread.CurrentThread.ManagedThreadId; } }
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public DeferredSynchronizeInvoke()
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{
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mainThread = Thread.CurrentThread;
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}
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public IAsyncResult BeginInvoke(Delegate method, object[] args)
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{
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var asyncResult = new UnityAsyncResult()
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{
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method = method,
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args = args,
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IsCompleted = false,
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AsyncWaitHandle = new ManualResetEvent(false),
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};
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lock (fifoToExecute)
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{
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fifoToExecute.Enqueue(asyncResult);
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}
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return asyncResult;
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}
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public object EndInvoke(IAsyncResult result)
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{
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if (!result.IsCompleted)
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{
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result.AsyncWaitHandle.WaitOne();
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}
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return result.AsyncState;
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}
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public object Invoke(Delegate method, object[] args)
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{
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if (InvokeRequired)
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{
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var asyncResult = BeginInvoke(method, args);
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return EndInvoke(asyncResult);
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}
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else
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{
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return method.DynamicInvoke(args);
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}
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}
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public void ProcessQueue()
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{
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if (Thread.CurrentThread != mainThread)
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{
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throw new TargetException(
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this.GetType() + "." + MethodBase.GetCurrentMethod().Name + "() " +
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"must be called from the same thread it was created on " +
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"(created on thread id: " + mainThread.ManagedThreadId + ", called from thread id: " + Thread.CurrentThread.ManagedThreadId
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);
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}
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bool loop = true;
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UnityAsyncResult data = null;
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while (loop)
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{
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lock (fifoToExecute)
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{
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loop = fifoToExecute.Count > 0;
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if (!loop) break;
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data = fifoToExecute.Dequeue();
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}
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data.AsyncState = Invoke(data.method, data.args);
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data.IsCompleted = true;
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}
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}
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class UnityAsyncResult : IAsyncResult
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{
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public Delegate method;
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public object[] args;
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public bool IsCompleted { get; set; }
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public WaitHandle AsyncWaitHandle { get; internal set; }
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public object AsyncState { get; set; }
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public bool CompletedSynchronously { get { return IsCompleted; } }
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}
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} |