GameBootStrapper is a flexible and powerful framework designed for managing and executing bootstrapping tasks in Unity projects. It supports sequential, parallel, and fire-and-forget task execution patterns with robust error handling, timeout management, and cancellation support.
Task Management: Execute tasks in sequential, parallel, or fire-and-forget modes.
Timeout Handling: Automatically cancel tasks that exceed a specified timeout.
Error Handling: Suppress errors or stop execution on failure.
Progress Reporting: Track and report progress of tasks.
Cancellation Support: Gracefully cancel tasks using cancellation tokens.
Clone the repository or download the latest release from GitHub.
Copy the GameBootStrapper folder into your Unity project's Assets directory.
or
Install the package from the Unity Package Manager using the Git URL:
https://github.com/c1982/GameBootStrapper.git?path=Boot/Assets/Scripts/GameBootStrapper.Unity
Create your bootstrapping tasks by defining methods that take a BootStrapContext as a parameter and return a BootStrapResult.
using GameBootStrapper.Unity.Runtime;
public class MyGameBootstrap
{
[BootStep(BootStrapTaskType.Sequential, 5000)] // 5-second timeout
public BootStrapResult LoadGameData(BootStrapContext ctx)
{
// Load game data logic
return new BootStrapResult { Success = true };
}
[BootStep(BootStrapTaskType.Parallel)]
public BootStrapResult InitializeAudio(BootStrapContext ctx)
{
// Initialize audio system
return new BootStrapResult { Success = true };
}
[BootStep(BootStrapTaskType.Forget)]
public BootStrapResult StartBackgroundMusic(BootStrapContext ctx)
{
// Start playing background music without waiting for completion
return new BootStrapResult { Success = true };
}
}
The BootStrapContext manages the state of the bootstrapping process, including cancellation and progress tracking.
var context = new BootStrapContext
{
cancellationTokenSource = new CancellationTokenSource(),
};
Use the BootStrapRunner.RunTasks method to execute your bootstrapping tasks. The method returns a BootStrapResult indicating the overall success or failure of the bootstrapping process.
using System.Threading.Tasks;
using UnityEngine;
public class GameInitializer : MonoBehaviour
{
private async void Start()
{
var context = new BootStrapContext
{
cancellationTokenSource = new CancellationTokenSource()
};
var bootstrap = new MyGameBootstrap();
var result = await BootStrapRunner.RunTasks(UpdateProgress, context,
bootstrap.LoadGameData,
bootstrap.InitializeAudio,
bootstrap.StartBackgroundMusic);
if (result.Success)
{
Debug.Log("Game initialized successfully!");
}
else
{
Debug.LogError($"Game initialization failed: {result.Message}");
}
}
private void UpdateProgress(int percentage)
{
Debug.Log($"Initialization progress: {percentage}%");
}
}
Tasks can be configured to timeout or suppress errors using the [BootStep] attribute. By default, if a task fails, the remaining tasks are canceled. You can change this behavior by setting SuppressError = true.
[BootStep(BootStrapTaskType.Sequential, 5000, SuppressError = true)]
public BootStrapResult LoadOptionalData(BootStrapContext ctx)
{
// This task can fail without affecting other tasks
return new BootStrapResult { Success = false, Message = "Data load failed" };
}
Handling Cancellations
You can cancel the bootstrapping process programmatically by calling context.cancellationTokenSource.Cancel().
context.cancellationTokenSource.Cancel(); // Cancel all ongoing tasks
Custom Failure Handling
Custom failure logic can be implemented by passing an Action to handle specific failures.
[BootStep(BootStrapTaskType.Sequential, 10000, SuppressError = false)]
public BootStrapResult InitializeCriticalSystem(BootStrapContext ctx)
{
try
{
// Critical initialization logic
}
catch (Exception ex)
{
Debug.LogError("Critical system initialization failed.");
return new BootStrapResult { Success = false, Message = ex.Message };
}
}
Contributing
Contributions are welcome! Please fork the repository and submit a pull request. For major changes, open an issue first to discuss what you would like to change. License
This project is licensed under the MIT License - see the LICENSE file for details. Acknowledgments
Unity - The game engine used in this project.
NUnit - The testing framework for unit tests.
Moq - Used for mocking in tests.
Contact
For questions or support, please contact aspsrc@gmail.com or open an issue on GitHub.