Refactored almost everything, but most importantly we now integrate with RethinkDB for game data.
81 lines
No EOL
2.4 KiB
C#
81 lines
No EOL
2.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEditor;
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using UnityEngine;
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public static class EditorDispatcher
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{
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private static readonly Queue<Action> dispatchQueue = new Queue<Action>();
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private static double timeSliceLimit = 10.0; // in miliseconds
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private static Stopwatch timer;
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static EditorDispatcher()
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{
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EditorApplication.update += Update;
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timer = new Stopwatch();
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}
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private static void Update ()
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{
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lock (dispatchQueue)
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{
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int dispatchCount = 0;
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timer.Reset();
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timer.Start();
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while (dispatchQueue.Count > 0 && (timer.Elapsed.TotalMilliseconds <= timeSliceLimit))
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{
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dispatchQueue.Dequeue().Invoke();
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dispatchCount++;
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}
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timer.Stop();
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if (dispatchCount > 0)
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UnityEngine.Debug.Log(string.Format("[EditorDispatcher] Dispatched {0} calls in {1}ms", dispatchCount, timer.Elapsed.TotalMilliseconds));
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// todo some logic for disconnecting update when the queue is empty
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}
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}
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/// <summary>
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/// Send an Action Delegate to be run on the main thread. See EditorDispatchActions for some common usecases.
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/// </summary>
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/// <param name="task">An action delegate to run on the main thread</param>
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/// <returns>An AsyncDispatch that can be used to track if the dispatch has completed.</returns>
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public static AsyncDispatch Dispatch(Action task)
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{
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lock (dispatchQueue)
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{
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AsyncDispatch dispatch = new AsyncDispatch();
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// enqueue a new task that runs the supplied task and completes the dispatcher
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dispatchQueue.Enqueue(() => { task(); dispatch.FinishedDispatch(); });
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return dispatch;
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}
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}
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}
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/// <summary>
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/// Represents the progress of the dispatched action. Can be yielded to in a coroutine.
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/// If not using coroutines, look at the IsDone property to find out when its okay to proceed.
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/// </summary>
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public class AsyncDispatch : CustomYieldInstruction
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{
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public bool IsDone { get; private set; }
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public override bool keepWaiting { get { return !IsDone; } }
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/// <summary>
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/// Flags this dispatch as completed.
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/// </summary>
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internal void FinishedDispatch()
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{
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IsDone = true;
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}
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} |