94 lines
1.6 KiB
C#
94 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Godot
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{
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public class GodotTaskScheduler : TaskScheduler
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{
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private GodotSynchronizationContext Context { get; set; }
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private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
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public GodotTaskScheduler()
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{
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Context = new GodotSynchronizationContext();
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}
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protected sealed override void QueueTask(Task task)
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{
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lock (_tasks)
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{
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_tasks.AddLast(task);
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}
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}
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protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
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{
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if (SynchronizationContext.Current != Context)
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{
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return false;
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}
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if (taskWasPreviouslyQueued)
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{
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TryDequeue(task);
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}
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return base.TryExecuteTask(task);
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}
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protected sealed override bool TryDequeue(Task task)
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{
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lock (_tasks)
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{
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return _tasks.Remove(task);
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}
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}
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protected sealed override IEnumerable<Task> GetScheduledTasks()
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{
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lock (_tasks)
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{
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return _tasks.ToArray();
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}
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}
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public void Activate()
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{
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SynchronizationContext.SetSynchronizationContext(Context);
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ExecuteQueuedTasks();
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Context.ExecutePendingContinuations();
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}
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private void ExecuteQueuedTasks()
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{
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while (true)
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{
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Task task;
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lock (_tasks)
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{
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if (_tasks.Any())
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{
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task = _tasks.First.Value;
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_tasks.RemoveFirst();
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}
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else
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{
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break;
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}
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}
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if (task != null)
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{
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if (!TryExecuteTask(task))
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{
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throw new InvalidOperationException();
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}
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}
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}
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}
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}
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}
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