Added Pacore
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118
Assets/Pacore/Runtime/Threading/ThreadDispatcher.cs
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118
Assets/Pacore/Runtime/Threading/ThreadDispatcher.cs
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using System.Collections.Concurrent;
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using PashaBibko.Pacore.Attributes;
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using Debug = UnityEngine.Debug;
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namespace PashaBibko.Pacore.Threading
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{
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[CreateInstanceOnStart] public class ThreadDispatcher : MonoBehaviour
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{
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private static ConcurrentQueue<IEnumerator> MainThreadMultistepQueue { get; } = new();
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private static ConcurrentQueue<Action> MainThreadImmediateQueue { get; } = new();
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private static ConcurrentQueue<Action> BackgroundQueue { get; } = new();
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private static SemaphoreSlim Semaphore { get; } = new(initialCount: 4);
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private static int IsBackgroundProcessing; // Pseudo boolean
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private static IEnumerator ActiveMultistepRoutine { get; set; }
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private static ThreadDispatcher Instance;
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private const long MAIN_THREAD_MS_MAX = 5;
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private void Awake()
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{
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/* Makes sure there is only one instance */
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if (Instance is not null)
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{
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Debug.LogError($"Cannot have multiple instances of [{nameof(ThreadDispatcher)}]");
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return;
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}
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Instance = this;
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}
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private void OnDestroy()
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{
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Instance = null; // Allows the Dispatcher to be destroyed
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}
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public static void QueueMultistep(IEnumerator routine) => MainThreadMultistepQueue.Enqueue(routine);
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public static void QueueImmediate(Action action) => MainThreadImmediateQueue.Enqueue(action);
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public static void QueueBackground(Action action)
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{
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/* Adds to the queue and runs if there are no active threads */
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BackgroundQueue.Enqueue(action);
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TriggerBackgroundProcessing();
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}
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private static void TriggerBackgroundProcessing()
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{
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/* Makes sure there are not too many threads queued */
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if (Interlocked.Exchange(ref IsBackgroundProcessing, 1) != 1)
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{
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Task.Run(ProcessBackgroundQueue);
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}
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}
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private static async Task ProcessBackgroundQueue()
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{
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/* Empties the queue of all tasks */
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while (BackgroundQueue.TryDequeue(out Action task))
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{
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await Semaphore.WaitAsync();
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_ = Task.Run(() =>
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{
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ThreadSafe.Try
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(
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action: task,
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final: () => Semaphore.Release()
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);
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});
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}
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/* Cleans up to allow for future procession */
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Interlocked.Exchange(ref IsBackgroundProcessing, 0);
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if (!BackgroundQueue.IsEmpty) // Items may be queued during cleanup
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{
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TriggerBackgroundProcessing();
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}
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}
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private void Update()
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{
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/* Runs the Actions in the immediate queue */
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Stopwatch sw = Stopwatch.StartNew(); // Used to make sure not too much processing is done in one go
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while (MainThreadImmediateQueue.TryDequeue(out Action current) && sw.ElapsedMilliseconds < MAIN_THREAD_MS_MAX)
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{
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current.Invoke();
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}
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/* Runs the multistep actions (if there is still time) */
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while (sw.ElapsedMilliseconds < MAIN_THREAD_MS_MAX)
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{
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/* Gets a new routine if there is none active */
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if (ActiveMultistepRoutine == null)
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{
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if (!MainThreadMultistepQueue.TryDequeue(out IEnumerator next))
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{
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return; // There is none left so we can return early
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}
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ActiveMultistepRoutine = next;
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}
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/* Runs the next step in the routine */
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if (!ActiveMultistepRoutine.MoveNext())
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{
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ActiveMultistepRoutine = null; // [MoveNext() -> false] means the routine has ended
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}
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}
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}
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}
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}
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