godot/modules/mono/glue/cs_files/GodotTaskScheduler.cs
Adam Cigánek f25240cfe6 Set current SynchronizationContext before the game loop starts
This fixes the problem that `SynchronizationContext.Current` would be null
during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus
the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes.

With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected.

Fixes #18849
2018-05-15 15:09:40 +02:00

95 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace Godot
{
public class GodotTaskScheduler : TaskScheduler
{
private GodotSynchronizationContext Context { get; set; }
private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
public GodotTaskScheduler()
{
Context = new GodotSynchronizationContext();
SynchronizationContext.SetSynchronizationContext(Context);
}
protected sealed override void QueueTask(Task task)
{
lock (_tasks)
{
_tasks.AddLast(task);
}
}
protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued)
{
if (SynchronizationContext.Current != Context)
{
return false;
}
if (taskWasPreviouslyQueued)
{
TryDequeue(task);
}
return TryExecuteTask(task);
}
protected sealed override bool TryDequeue(Task task)
{
lock (_tasks)
{
return _tasks.Remove(task);
}
}
protected sealed override IEnumerable<Task> GetScheduledTasks()
{
lock (_tasks)
{
return _tasks.ToArray();
}
}
public void Activate()
{
ExecuteQueuedTasks();
Context.ExecutePendingContinuations();
}
private void ExecuteQueuedTasks()
{
while (true)
{
Task task;
lock (_tasks)
{
if (_tasks.Any())
{
task = _tasks.First.Value;
_tasks.RemoveFirst();
}
else
{
break;
}
}
if (task != null)
{
if (!TryExecuteTask(task))
{
throw new InvalidOperationException();
}
}
}
}
}
}