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更新Demo
更新Demo
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@@ -0,0 +1,225 @@
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
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using System;
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using System.Threading;
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namespace Cysharp.Threading.Tasks.Internal
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{
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internal sealed class ContinuationQueue
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{
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const int MaxArrayLength = 0X7FEFFFFF;
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const int InitialSize = 16;
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readonly PlayerLoopTiming timing;
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SpinLock gate = new SpinLock(false);
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bool dequing = false;
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int actionListCount = 0;
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Action[] actionList = new Action[InitialSize];
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int waitingListCount = 0;
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Action[] waitingList = new Action[InitialSize];
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public ContinuationQueue(PlayerLoopTiming timing)
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{
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this.timing = timing;
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}
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public void Enqueue(Action continuation)
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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if (dequing)
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{
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// Ensure Capacity
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if (waitingList.Length == waitingListCount)
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{
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var newLength = waitingListCount * 2;
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if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
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var newArray = new Action[newLength];
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Array.Copy(waitingList, newArray, waitingListCount);
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waitingList = newArray;
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}
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waitingList[waitingListCount] = continuation;
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waitingListCount++;
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}
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else
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{
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// Ensure Capacity
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if (actionList.Length == actionListCount)
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{
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var newLength = actionListCount * 2;
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if ((uint)newLength > MaxArrayLength) newLength = MaxArrayLength;
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var newArray = new Action[newLength];
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Array.Copy(actionList, newArray, actionListCount);
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actionList = newArray;
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}
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actionList[actionListCount] = continuation;
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actionListCount++;
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}
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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public int Clear()
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{
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var rest = actionListCount + waitingListCount;
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actionListCount = 0;
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actionList = new Action[InitialSize];
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waitingListCount = 0;
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waitingList = new Action[InitialSize];
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return rest;
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}
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// delegate entrypoint.
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public void Run()
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{
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// for debugging, create named stacktrace.
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#if DEBUG
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switch (timing)
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{
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case PlayerLoopTiming.Initialization:
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Initialization();
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break;
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case PlayerLoopTiming.LastInitialization:
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LastInitialization();
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break;
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case PlayerLoopTiming.EarlyUpdate:
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EarlyUpdate();
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break;
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case PlayerLoopTiming.LastEarlyUpdate:
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LastEarlyUpdate();
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break;
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case PlayerLoopTiming.FixedUpdate:
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FixedUpdate();
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break;
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case PlayerLoopTiming.LastFixedUpdate:
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LastFixedUpdate();
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break;
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case PlayerLoopTiming.PreUpdate:
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PreUpdate();
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break;
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case PlayerLoopTiming.LastPreUpdate:
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LastPreUpdate();
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break;
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case PlayerLoopTiming.Update:
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Update();
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break;
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case PlayerLoopTiming.LastUpdate:
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LastUpdate();
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break;
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case PlayerLoopTiming.PreLateUpdate:
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PreLateUpdate();
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break;
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case PlayerLoopTiming.LastPreLateUpdate:
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LastPreLateUpdate();
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break;
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case PlayerLoopTiming.PostLateUpdate:
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PostLateUpdate();
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break;
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case PlayerLoopTiming.LastPostLateUpdate:
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LastPostLateUpdate();
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break;
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#if UNITY_2020_2_OR_NEWER
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case PlayerLoopTiming.TimeUpdate:
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TimeUpdate();
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break;
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case PlayerLoopTiming.LastTimeUpdate:
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LastTimeUpdate();
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break;
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#endif
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default:
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break;
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}
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#else
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RunCore();
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#endif
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}
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void Initialization() => RunCore();
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void LastInitialization() => RunCore();
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void EarlyUpdate() => RunCore();
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void LastEarlyUpdate() => RunCore();
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void FixedUpdate() => RunCore();
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void LastFixedUpdate() => RunCore();
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void PreUpdate() => RunCore();
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void LastPreUpdate() => RunCore();
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void Update() => RunCore();
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void LastUpdate() => RunCore();
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void PreLateUpdate() => RunCore();
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void LastPreLateUpdate() => RunCore();
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void PostLateUpdate() => RunCore();
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void LastPostLateUpdate() => RunCore();
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#if UNITY_2020_2_OR_NEWER
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void TimeUpdate() => RunCore();
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void LastTimeUpdate() => RunCore();
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#endif
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[System.Diagnostics.DebuggerHidden]
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void RunCore()
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{
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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if (actionListCount == 0) return;
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dequing = true;
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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for (int i = 0; i < actionListCount; i++)
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{
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var action = actionList[i];
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actionList[i] = null;
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try
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{
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action();
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}
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catch (Exception ex)
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{
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UnityEngine.Debug.LogException(ex);
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}
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}
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{
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bool lockTaken = false;
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try
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{
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gate.Enter(ref lockTaken);
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dequing = false;
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var swapTempActionList = actionList;
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actionListCount = waitingListCount;
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actionList = waitingList;
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waitingListCount = 0;
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waitingList = swapTempActionList;
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}
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finally
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{
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if (lockTaken) gate.Exit(false);
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}
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}
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}
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}
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}
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