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Use SemaphoreSlim instead of lock() #26

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205 changes: 116 additions & 89 deletions UnityMainThreadDispatcher.cs
Original file line number Diff line number Diff line change
Expand Up @@ -18,102 +18,129 @@ limitations under the License.
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Threading.Tasks;

/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary>
/// A thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for
/// things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
/// </summary>
public class UnityMainThreadDispatcher : MonoBehaviour {

private static readonly Queue<Action> _executionQueue = new Queue<Action>();

public void Update() {
lock(_executionQueue) {
while (_executionQueue.Count > 0) {
_executionQueue.Dequeue().Invoke();
}
}
}

/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue(IEnumerator action) {
lock (_executionQueue) {
_executionQueue.Enqueue (() => {
StartCoroutine (action);
});
}
}

/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}

/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync(Action action)
{
var tcs = new TaskCompletionSource<bool>();

void WrappedAction() {
try
{
action();
tcs.TrySetResult(true);
} catch (Exception ex)
{
tcs.TrySetException(ex);
}
}

Enqueue(ActionWrapper(WrappedAction));
return tcs.Task;
}


IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}


private static UnityMainThreadDispatcher _instance = null;

public static bool Exists() {
return _instance != null;
}

public static UnityMainThreadDispatcher Instance() {
if (!Exists ()) {
throw new Exception ("UnityMainThreadDispatcher could not find the UnityMainThreadDispatcher object. Please ensure you have added the MainThreadExecutor Prefab to your scene.");
}
return _instance;
}


void Awake() {
if (_instance == null) {
_instance = this;
DontDestroyOnLoad(this.gameObject);
}
}

void OnDestroy() {
_instance = null;
}
public class UnityMainThreadDispatcher : MonoBehaviour
{

private static readonly Queue<Action> _executionQueue = new Queue<Action>();
private static SemaphoreSlim _executionQueueLock = new SemaphoreSlim(1, 1);

public void Update()
{
_executionQueueLock.Wait();
try
{
while (_executionQueue.Count > 0)
{
_executionQueue.Dequeue().Invoke();
}
}
finally
{
_executionQueueLock.Release();
}
}

/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue(IEnumerator action)
{
_executionQueueLock.Wait();
try
{
_executionQueue.Enqueue(() =>
{
StartCoroutine(action);
});
}
finally
{
_executionQueueLock.Release();
}
}

/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}

/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync(Action action)
{
var tcs = new TaskCompletionSource<bool>();

void WrappedAction()
{
try
{
action();
tcs.TrySetResult(true);
}
catch (Exception ex)
{
tcs.TrySetException(ex);
}
}

Enqueue(ActionWrapper(WrappedAction));
return tcs.Task;
}


IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}


private static UnityMainThreadDispatcher _instance = null;

public static bool Exists()
{
return _instance != null;
}

public static UnityMainThreadDispatcher Instance()
{
if (!Exists())
{
throw new Exception("UnityMainThreadDispatcher could not find the UnityMainThreadDispatcher object. Please ensure you have added the MainThreadExecutor Prefab to your scene.");
}
return _instance;
}


void Awake()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(this.gameObject);
}
}

void OnDestroy()
{
_instance = null;
}


}