Files
TEngine/Assets/GameScripts/HotFix/GameBase/Loom/Loom.cs
ALEXTANG ec17437782 [+] Loom
[+] Loom
2023-04-20 19:34:13 +08:00

190 lines
5.0 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;
/*******************************************************************************
//开启一个Loom进程
Loom.RunAsync(() =>
{
aucThread = new Thread(ReceiveMsg);
aucThread.Start();
}
//进程调用主线程方法
MainPack pack = (MainPack)MainPack.Descriptor.Parser.ParseFrom(buffer, 0, len);
Loom.QueueOnMainThread((param) =>
{
UdpHandleResponse(pack);
}, null);
*******************************************************************************/
namespace GameBase
{
/// <summary>
/// Loom多线程通信。
/// <remarks></remarks>
/// </summary>
public class Loom : MonoBehaviour
{
public Dictionary<string, CancellationTokenSource> TokenSourcesDictionary = new Dictionary<string, CancellationTokenSource>();
private static readonly int MaxThreads = 8;
private static int _numThreads;
private static Loom _current;
public static Loom Current
{
get
{
Initialize();
return _current;
}
}
public void Awake()
{
_current = this;
_initialized = true;
}
protected void OnDestroy()
{
}
private static bool _initialized;
private static void Initialize()
{
if (!_initialized)
{
if (!Application.isPlaying)
{
return;
}
_initialized = true;
var obj = new GameObject("[Loom]");
_current = obj.AddComponent<Loom>();
DontDestroyOnLoad(obj);
}
}
public struct NoDelayedQueueItem
{
public Action<object> Action;
public object Param;
}
private readonly List<NoDelayedQueueItem> _actions = new List<NoDelayedQueueItem>();
public struct DelayedQueueItem
{
public float Time;
public Action<object> Action;
public object Param;
}
private readonly List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
private readonly List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
public static void QueueOnMainThread(Action<object> taction, object param, float time = 0f)
{
if (time != 0f)
{
lock (Current._delayed)
{
Current._delayed.Add(new DelayedQueueItem { Time = Time.time + time, Action = taction, Param = param });
}
}
else
{
lock (Current._actions)
{
Current._actions.Add(new NoDelayedQueueItem { Action = taction, Param = param });
}
}
}
public static Thread RunAsync(Action action)
{
Initialize();
while (_numThreads >= MaxThreads)
{
Thread.Sleep(100);
}
Interlocked.Increment(ref _numThreads);
ThreadPool.QueueUserWorkItem(RunAction, action);
return null;
}
private static void RunAction(object action)
{
try
{
((Action)action)();
}
catch
{
// ignored
}
finally
{
Interlocked.Decrement(ref _numThreads);
}
}
void OnDisable()
{
if (_current == this)
{
_current = null;
}
}
private readonly List<NoDelayedQueueItem> _currentActions = new List<NoDelayedQueueItem>();
void Update()
{
if (_actions.Count > 0)
{
lock (_actions)
{
_currentActions.Clear();
_currentActions.AddRange(_actions);
_actions.Clear();
}
for (int i = 0; i < _currentActions.Count; i++)
{
_currentActions[i].Action(_currentActions[i].Param);
}
}
if (_delayed.Count > 0)
{
lock (_delayed)
{
_currentDelayed.Clear();
_currentDelayed.AddRange(_delayed.Where(d => d.Time <= Time.time));
for (int i = 0; i < _currentDelayed.Count; i++)
{
_delayed.Remove(_currentDelayed[i]);
}
}
for (int i = 0; i < _currentDelayed.Count; i++)
{
_currentDelayed[i].Action(_currentDelayed[i].Param);
}
}
}
}
}