Files
AIGame/AIClient/Packages/com.unity.pipeline/Runtime/Common/Dispatcher.cs
T

300 lines
11 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 RuntimePipelineDriver.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;
/// <summary>True once <see cref="Initialize"/> has run and this dispatcher is pumping its queue.</summary>
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>
/// <typeparam name="T">The function's return type.</typeparam>
/// <param name="function">Function to run on the main thread.</param>
/// <param name="timeoutMs">Time to wait before throwing <see cref="TimeoutException"/>.</param>
/// <returns>The function's result.</returns>
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)
{
// No-op if execution already started on the main thread — only prevents a
// still-queued item from running after we've reported the timeout.
workItem.TryCancel();
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>
/// <param name="action">Action to run on the main thread.</param>
/// <param name="timeoutMs">Time to wait before throwing <see cref="TimeoutException"/>.</param>
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>
/// <typeparam name="T">The function's return type.</typeparam>
/// <param name="function">Function to run on the main thread.</param>
/// <param name="timeoutMs">Time to wait before throwing <see cref="TimeoutException"/>.</param>
/// <returns>The function's result.</returns>
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>
/// <param name="action">Action to run on the main thread.</param>
/// <param name="timeoutMs">Time to wait before throwing <see cref="TimeoutException"/>.</param>
/// <returns>A task that completes once the action has run on the main thread.</returns>
public async Task InvokeAsync(Action action, int timeoutMs = 60000)
{
await Task.Run(() => Invoke(action, timeoutMs));
}
/// <summary>
/// Queue an action to run on the main thread and return immediately.
///
/// For work with no caller left to return to — reporting, logging, telemetry, anything
/// whose result nobody reads. <see cref="Invoke(Action, int)"/> is wrong for that: it parks
/// the calling thread until the next pump, and on a request thread that delay is paid by
/// whoever is waiting on the response. InvokeAsync only moves the same wait onto a
/// threadpool thread.
///
/// The action always runs on a later pump, never inline, even when called from the main
/// thread, so posted work runs in the order it was posted. It has nowhere to report a
/// failure, so an exception is logged and swallowed rather than propagated. Work still
/// queued when the dispatcher shuts down is dropped, and posting to a dispatcher that is
/// not running is a no-op for the same reason — losing a report is always preferable to
/// throwing at a caller that was only trying to record something.
/// </summary>
/// <param name="action">Action to run on the main thread on a later pump.</param>
public void Post(Action action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (!m_IsInitialized)
return;
m_WorkQueue.Enqueue(new PostedWorkItem(action));
}
/// <summary>
/// Check if we're currently on Unity's main thread.
/// </summary>
/// <returns>True if the calling thread is the main thread captured by <see cref="Initialize"/>.</returns>
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++;
}
}
/// <summary>Process queued work items, up to a default limit of 10 per call.</summary>
public void ProcessWorkQueue()
{
ProcessWorkQueue(10);
}
private abstract class WorkItem
{
private const int Pending = 0;
private const int Started = 1;
private const int Canceled = 2;
private int m_State;
/// <summary>Marks the item canceled if it hasn't started executing yet. Returns false
/// (no-op) once <see cref="Execute"/> has already claimed it.</summary>
public bool TryCancel() => Interlocked.CompareExchange(ref m_State, Canceled, Pending) == Pending;
public void Execute()
{
if (Interlocked.CompareExchange(ref m_State, Started, Pending) != Pending)
return; // Canceled before it could start.
ExecuteCore();
}
protected abstract void ExecuteCore();
public abstract void SetException(Exception exception);
}
/// <summary>
/// A <see cref="Post(Action)"/> work item. Unlike <see cref="WorkItem{T}"/> it carries no
/// TaskCompletionSource: nobody is waiting on the result, so a fault has nowhere to go but
/// the log — and faulting a TCS no one awaits would surface later as an unobserved task
/// exception. A shutdown cancellation simply drops the work.
/// </summary>
private class PostedWorkItem : WorkItem
{
private readonly Action m_Action;
public PostedWorkItem(Action action)
{
m_Action = action;
}
protected override void ExecuteCore()
{
try
{
m_Action();
}
catch (Exception ex)
{
Debug.LogWarning($"Dispatcher posted work failed: {ex.Message}");
}
}
public override void SetException(Exception exception)
{
// Nobody is waiting on this item, so there is nothing to hand the exception to.
}
}
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>();
}
protected override void ExecuteCore()
{
try
{
var result = m_Function();
TaskCompletionSource.SetResult(result);
}
catch (Exception ex)
{
TaskCompletionSource.SetException(ex);
}
}
public override void SetException(Exception exception)
{
TaskCompletionSource.SetException(exception);
}
}
}
}