Implement GodotSynchronizationContext.Send

This commit is contained in:
Caleb Kemper 2023-02-11 01:30:25 -07:00
parent 929ee61170
commit 103cb4bee6

View file

@ -1,17 +1,44 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace Godot
{
public sealed class GodotSynchronizationContext : SynchronizationContext, IDisposable
{
private readonly BlockingCollection<KeyValuePair<SendOrPostCallback, object>> _queue = new();
private readonly BlockingCollection<(SendOrPostCallback Callback, object State)> _queue = new();
public override void Send(SendOrPostCallback d, object state)
{
// Shortcut if we're already on this context
// Also necessary to avoid a deadlock, since Send is blocking
if (Current == this)
{
d(state);
return;
}
var source = new TaskCompletionSource();
_queue.Add((st =>
{
try
{
d(st);
}
finally
{
source.SetResult();
}
}, state));
source.Task.Wait();
}
public override void Post(SendOrPostCallback d, object state)
{
_queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
_queue.Add((d, state));
}
/// <summary>
@ -21,7 +48,7 @@ namespace Godot
{
while (_queue.TryTake(out var workItem))
{
workItem.Key(workItem.Value);
workItem.Callback(workItem.State);
}
}