using System;
using System.ComponentModel;
using System.Linq;
using System.Threading;
using BepInEx.Logging;
using UnityEngine;
namespace BepInEx
{
///
/// Provides methods for running code on other threads and synchronizing with the main thread.
///
[DefaultExecutionOrder(int.MinValue)]
public sealed class ThreadingHelper : MonoBehaviour, ISynchronizeInvoke
{
private readonly object _invokeLock = new object();
private Action _invokeList;
private Thread _mainThread;
///
/// Current instance of the helper.
///
public static ThreadingHelper Instance { get; private set; }
///
/// Gives methods for invoking delegates on the main unity thread, both synchronously and asynchronously.
/// Can be used in many built-in framework types, for example
/// and to make their events fire on the main unity thread.
///
public static ISynchronizeInvoke SynchronizingObject => Instance;
internal static void Initialize()
{
var go = new GameObject("BepInEx_ThreadingHelper");
DontDestroyOnLoad(go);
Instance = go.AddComponent();
}
///
/// Queue the delegate to be invoked on the main unity thread. Use to synchronize your threads.
///
public void StartSyncInvoke(Action action)
{
if (action == null) throw new ArgumentNullException(nameof(action));
lock (_invokeLock) _invokeList += action;
}
private void Update()
{
// The CurrentThread can change between Awake and later methods, it's safest to get it here.
if (_mainThread == null)
_mainThread = Thread.CurrentThread;
// Safe to do outside of lock because nothing can remove callbacks, at worst we execute with 1 frame delay
if (_invokeList == null) return;
Action toRun;
lock (_invokeLock)
{
toRun = _invokeList;
_invokeList = null;
}
// Need to execute outside of the lock in case the callback itself calls Invoke we could deadlock
// The invocation would also block any threads that call Invoke
foreach (var action in toRun.GetInvocationList().Cast())
{
try
{
action();
}
catch (Exception ex)
{
LogInvocationException(ex);
}
}
}
///
/// Queue the delegate to be invoked on a background thread. Use this to run slow tasks without affecting the game.
/// NOTE: Most of Unity API can not be accessed while running on another thread!
///
///
/// Task to be executed on another thread. Can optionally return an Action that will be executed on the main thread.
/// You can use this action to return results of your work safely. Return null if this is not needed.
///
public void StartAsyncInvoke(Func action)
{
void DoWork(object _)
{
try
{
var result = action();
if (result != null)
StartSyncInvoke(result);
}
catch (Exception ex)
{
LogInvocationException(ex);
}
}
if (!ThreadPool.QueueUserWorkItem(DoWork))
throw new NotSupportedException("Failed to queue the action on ThreadPool");
}
private static void LogInvocationException(Exception ex)
{
Logging.Logger.Log(LogLevel.Error, ex);
if (ex.InnerException != null) Logging.Logger.Log(LogLevel.Error, "INNER: " + ex.InnerException);
}
#region ISynchronizeInvoke
IAsyncResult ISynchronizeInvoke.BeginInvoke(Delegate method, object[] args)
{
object Invoke()
{
try { return method.DynamicInvoke(args); }
catch (Exception ex) { return ex; }
}
var result = new InvokeResult();
if (!InvokeRequired)
result.Finish(Invoke(), true);
else
StartSyncInvoke(() => result.Finish(Invoke(), false));
return result;
}
object ISynchronizeInvoke.EndInvoke(IAsyncResult result)
{
result.AsyncWaitHandle.WaitOne();
if (result.AsyncState is Exception ex)
throw ex;
return result.AsyncState;
}
object ISynchronizeInvoke.Invoke(Delegate method, object[] args)
{
var invokeResult = ((ISynchronizeInvoke)this).BeginInvoke(method, args);
return ((ISynchronizeInvoke)this).EndInvoke(invokeResult);
}
///
/// False if current code is executing on the main unity thread, otherwise True.
/// Warning: Will return false before the first frame finishes (i.e. inside plugin Awake and Start methods).
///
///
public bool InvokeRequired => _mainThread == null || _mainThread != Thread.CurrentThread;
private sealed class InvokeResult : IAsyncResult
{
public InvokeResult()
{
AsyncWaitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
}
public void Finish(object result, bool completedSynchronously)
{
AsyncState = result;
CompletedSynchronously = completedSynchronously;
IsCompleted = true;
((EventWaitHandle)AsyncWaitHandle).Set();
}
public bool IsCompleted { get; private set; }
public WaitHandle AsyncWaitHandle { get; }
public object AsyncState { get; private set; }
public bool CompletedSynchronously { get; private set; }
}
#endregion
}
}