Files
AIC-Project/Client/PackageLocal/com.unity.pipeline@0.4.0-exp.1/Runtime/Common/Dispatcher.cs
T

201 lines
6.2 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
namespace Unity.Pipeline.Threading
{
/// <summary>
/// Dispatches work to Unity's main thread from background threads (required for accessing Unity
/// APIs from HTTP request handlers).
///
/// Each pipeline server owns its own instance (no global singleton): it is initialized on Start
/// and pumped from the main thread — auto-pumped via EditorApplication.update in the editor, and
/// by RuntimePipelineManager.Update in a player.
/// </summary>
public class Dispatcher
{
private readonly ConcurrentQueue<WorkItem> m_WorkQueue = new ConcurrentQueue<WorkItem>();
private volatile bool m_IsInitialized;
private int m_MainThreadId = -1;
public bool IsInitialized => m_IsInitialized;
/// <summary>
/// Initialize the dispatcher. Must be called from Unity's main thread.
/// </summary>
public void Initialize()
{
if (m_IsInitialized)
return;
m_MainThreadId = Thread.CurrentThread.ManagedThreadId;
m_IsInitialized = true;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += ProcessWorkQueue;
#endif
}
/// <summary>
/// Shutdown the dispatcher and cancel any pending work.
/// </summary>
public void Shutdown()
{
if (!m_IsInitialized)
return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= ProcessWorkQueue;
#endif
while (m_WorkQueue.TryDequeue(out var item))
{
try
{
item.SetException(new OperationCanceledException("Dispatcher is shutting down"));
}
catch { }
}
m_IsInitialized = false;
}
/// <summary>
/// Execute a function on the main thread and return the result (synchronous wait).
/// </summary>
public T Invoke<T>(Func<T> function, int timeoutMs = 60000)
{
if (!m_IsInitialized)
throw new InvalidOperationException("Dispatcher must be initialized first");
if (IsMainThread())
return function();
var workItem = new WorkItem<T>(function);
m_WorkQueue.Enqueue(workItem);
var startTime = DateTime.UtcNow;
var task = workItem.TaskCompletionSource.Task;
while (!task.IsCompleted)
{
if ((DateTime.UtcNow - startTime).TotalMilliseconds > timeoutMs)
throw new TimeoutException($"Main thread operation timed out after {timeoutMs}ms");
Thread.Sleep(1);
}
if (task.IsFaulted)
throw task.Exception?.GetBaseException() ?? new Exception("Unknown error");
if (task.IsCanceled)
throw new OperationCanceledException("Main thread operation was cancelled");
return task.Result;
}
/// <summary>
/// Execute an action on the main thread.
/// </summary>
public void Invoke(Action action, int timeoutMs = 60000)
{
Invoke<object>(() =>
{
action();
return null;
}, timeoutMs);
}
/// <summary>
/// Execute a function on the main thread and return the result (async version).
/// </summary>
public async Task<T> InvokeAsync<T>(Func<T> function, int timeoutMs = 60000)
{
return await Task.Run(() => Invoke(function, timeoutMs));
}
/// <summary>
/// Execute an action on the main thread (async version).
/// </summary>
public async Task InvokeAsync(Action action, int timeoutMs = 60000)
{
await Task.Run(() => Invoke(action, timeoutMs));
}
/// <summary>
/// Check if we're currently on Unity's main thread.
/// </summary>
public bool IsMainThread()
{
return m_MainThreadId != -1 && Thread.CurrentThread.ManagedThreadId == m_MainThreadId;
}
/// <summary>
/// Process queued work items. Called from EditorApplication.update or MonoBehaviour.Update.
/// </summary>
/// <param name="maxItemsPerFrame">Max items to process per call, to limit frame-rate impact.</param>
public void ProcessWorkQueue(int maxItemsPerFrame)
{
int processedCount = 0;
while (processedCount < maxItemsPerFrame && m_WorkQueue.TryDequeue(out var workItem))
{
try
{
workItem.Execute();
}
catch (Exception ex)
{
Debug.LogError($"Dispatcher work item failed: {ex.Message}");
workItem.SetException(ex);
}
processedCount++;
}
}
public void ProcessWorkQueue()
{
ProcessWorkQueue(10);
}
private abstract class WorkItem
{
public abstract void Execute();
public abstract void SetException(Exception exception);
}
private class WorkItem<T> : WorkItem
{
private readonly Func<T> m_Function;
public TaskCompletionSource<T> TaskCompletionSource { get; }
public WorkItem(Func<T> function)
{
m_Function = function ?? throw new ArgumentNullException(nameof(function));
TaskCompletionSource = new TaskCompletionSource<T>();
}
public override void Execute()
{
try
{
var result = m_Function();
TaskCompletionSource.SetResult(result);
}
catch (Exception ex)
{
TaskCompletionSource.SetException(ex);
}
}
public override void SetException(Exception exception)
{
TaskCompletionSource.SetException(exception);
}
}
}
}