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Awaitable.Threading.cs
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Awaitable.Threading.cs
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
namespace UnityEngine
{
partial class Awaitable
{
static SynchronizationContext _synchronizationContext;
internal static void SetSynchronizationContext(SynchronizationContext synchronizationContext) {
_synchronizationContext = synchronizationContext;
}
public static MainThreadAwaitable MainThreadAsync()
{
return new MainThreadAwaitable(_synchronizationContext);
}
public static BackgroundThreadAwaitable BackgroundThreadAsync()
{
return new BackgroundThreadAwaitable(_synchronizationContext);
}
}
[Internal.ExcludeFromDocs]
public struct MainThreadAwaitable : INotifyCompletion
{
private readonly SynchronizationContext _synchronizationContext;
internal MainThreadAwaitable(SynchronizationContext syncContext)
{
_synchronizationContext = syncContext;
}
public MainThreadAwaitable GetAwaiter() => this;
public bool IsCompleted => _synchronizationContext == SynchronizationContext.Current;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetResult() { }
public void OnCompleted(Action continuation)
{
_synchronizationContext.Post(DoOnCompleted, continuation);
}
static void DoOnCompleted(object continuation)
{
(continuation as Action)?.Invoke();
}
}
[Internal.ExcludeFromDocs]
public struct BackgroundThreadAwaitable : INotifyCompletion
{
private readonly SynchronizationContext _synchronizationContext;
internal BackgroundThreadAwaitable(SynchronizationContext syncContext)
{
_synchronizationContext = syncContext;
}
public BackgroundThreadAwaitable GetAwaiter() => this;
public bool IsCompleted => _synchronizationContext != SynchronizationContext.Current;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetResult() { }
public void OnCompleted(Action continuation)
{
Task.Run(continuation);
}
}
}