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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- namespace UniRx.InternalUtil
 
- {
 
-     /// <summary>
 
-     /// Simple supports(only yield return null) lightweight, threadsafe coroutine dispatcher.
 
-     /// </summary>
 
-     public class MicroCoroutine
 
-     {
 
-         const int InitialSize = 16;
 
-         readonly object runningAndQueueLock = new object();
 
-         readonly object arrayLock = new object();
 
-         readonly Action<Exception> unhandledExceptionCallback;
 
-         int tail = 0;
 
-         bool running = false;
 
-         IEnumerator[] coroutines = new IEnumerator[InitialSize];
 
-         Queue<IEnumerator> waitQueue = new Queue<IEnumerator>();
 
-         public MicroCoroutine(Action<Exception> unhandledExceptionCallback)
 
-         {
 
-             this.unhandledExceptionCallback = unhandledExceptionCallback;
 
-         }
 
-         public void AddCoroutine(IEnumerator enumerator)
 
-         {
 
-             lock (runningAndQueueLock)
 
-             {
 
-                 if (running)
 
-                 {
 
-                     waitQueue.Enqueue(enumerator);
 
-                     return;
 
-                 }
 
-             }
 
-             // worst case at multi threading, wait lock until finish Run() but it is super rarely.
 
-             lock (arrayLock)
 
-             {
 
-                 // Ensure Capacity
 
-                 if (coroutines.Length == tail)
 
-                 {
 
-                     Array.Resize(ref coroutines, checked(tail * 2));
 
-                 }
 
-                 coroutines[tail++] = enumerator;
 
-             }
 
-         }
 
-         public void Run()
 
-         {
 
-             lock (runningAndQueueLock)
 
-             {
 
-                 running = true;
 
-             }
 
-             lock (arrayLock)
 
-             {
 
-                 var j = tail - 1;
 
-                 // eliminate array-bound check for i
 
-                 for (int i = 0; i < coroutines.Length; i++)
 
-                 {
 
-                     var coroutine = coroutines[i];
 
-                     if (coroutine != null)
 
-                     {
 
-                         try
 
-                         {
 
-                             if (!coroutine.MoveNext())
 
-                             {
 
-                                 coroutines[i] = null;
 
-                             }
 
-                             else
 
-                             {
 
- #if UNITY_EDITOR
 
-                                 // validation only on Editor.
 
-                                 if (coroutine.Current != null)
 
-                                 {
 
-                                     UnityEngine.Debug.LogWarning("MicroCoroutine supports only yield return null. return value = " + coroutine.Current);
 
-                                 }
 
- #endif
 
-                                 continue; // next i 
 
-                             }
 
-                         }
 
-                         catch (Exception ex)
 
-                         {
 
-                             coroutines[i] = null;
 
-                             try
 
-                             {
 
-                                 unhandledExceptionCallback(ex);
 
-                             }
 
-                             catch { }
 
-                         }
 
-                     }
 
-                     // find null, loop from tail
 
-                     while (i < j)
 
-                     {
 
-                         var fromTail = coroutines[j];
 
-                         if (fromTail != null)
 
-                         {
 
-                             try
 
-                             {
 
-                                 if (!fromTail.MoveNext())
 
-                                 {
 
-                                     coroutines[j] = null;
 
-                                     j--;
 
-                                     continue; // next j
 
-                                 }
 
-                                 else
 
-                                 {
 
- #if UNITY_EDITOR
 
-                                     // validation only on Editor.
 
-                                     if (fromTail.Current != null)
 
-                                     {
 
-                                         UnityEngine.Debug.LogWarning("MicroCoroutine supports only yield return null. return value = " + coroutine.Current);
 
-                                     }
 
- #endif
 
-                                     // swap
 
-                                     coroutines[i] = fromTail;
 
-                                     coroutines[j] = null;
 
-                                     j--;
 
-                                     goto NEXT_LOOP; // next i
 
-                                 }
 
-                             }
 
-                             catch (Exception ex)
 
-                             {
 
-                                 coroutines[j] = null;
 
-                                 j--;
 
-                                 try
 
-                                 {
 
-                                     unhandledExceptionCallback(ex);
 
-                                 }
 
-                                 catch { }
 
-                                 continue; // next j
 
-                             }
 
-                         }
 
-                         else
 
-                         {
 
-                             j--;
 
-                         }
 
-                     }
 
-                     tail = i; // loop end
 
-                     break; // LOOP END
 
-                     NEXT_LOOP:
 
-                     continue;
 
-                 }
 
-                 lock (runningAndQueueLock)
 
-                 {
 
-                     running = false;
 
-                     while (waitQueue.Count != 0)
 
-                     {
 
-                         if (coroutines.Length == tail)
 
-                         {
 
-                             Array.Resize(ref coroutines, checked(tail * 2));
 
-                         }
 
-                         coroutines[tail++] = waitQueue.Dequeue();
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |