BREAKING CHANGE: Introduce NextFrameIfTimedOut as a new interface method of IAwaitCaller

This is a breaking change since it introduces new interface method to IAwaitCaller.

----

NextFrameIfTimedOut() is added to IAwaitCaller.  The following inheritors also introduce the method.

- ImmediateCaller.NextFrameIfTimedOut() just invokes NextFrame().
- RuntimeOnlyAwaitCaller.NextFrameIfTimedOut() invokes NextFrame() if timed out.  Otherwise, do nothing.
- RuntimeOnlyNoThreadAwaitCaller.NextFrameIfTimedOut() works same as RuntimeOnlyAwaitCaller.

Constructor of RuntimeOnlyAwaitCaller and RuntimeOnlyNoThreadAwaitCaller
now take argument of timeout in seconds.  The default value is 1/1000 (1 milliseconds).

See also:
https://github.com/vrm-c/UniVRM/pull/1781#pullrequestreview-1100131840
This commit is contained in:
Takayuki Matsuoka 2022-09-08 17:39:05 +09:00
parent 8399f9cd18
commit a68d0122ce
4 changed files with 53 additions and 41 deletions

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@ -31,5 +31,11 @@ namespace VRMShaders
/// <typeparam name="T"></typeparam>
/// <returns></returns>
Task<T> Run<T>(Func<T> action);
/// <summary>
/// 指定した時間が経過している場合のみ、NextFrame() を使って1フレーム待つ
/// </summary>
/// <returns>タイムアウト時はNextFrame()を呼び出す。そうではない場合、Task.CompletedTaskを返す</returns>
Task NextFrameIfTimedOut();
}
}

View File

@ -23,5 +23,7 @@ namespace VRMShaders
{
return Task.FromResult(action());
}
public Task NextFrameIfTimedOut() => NextFrame();
}
}

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@ -10,14 +10,23 @@ namespace VRMShaders
public sealed class RuntimeOnlyAwaitCaller : IAwaitCaller
{
private readonly NextFrameTaskScheduler _scheduler;
private readonly float _timeOutInSeconds;
private float _lastTimeoutBaseTime;
public RuntimeOnlyAwaitCaller()
/// <summary>
/// タイムアウト指定可能なコンストラクタ
/// </summary>
/// <param name="timeOutInSeconds">NextFrameIfTimedOutがタイムアウトと見なす時間(秒単位)</param>
public RuntimeOnlyAwaitCaller(float timeOutInSeconds = 1f / 1000f)
{
_scheduler = new NextFrameTaskScheduler();
_timeOutInSeconds = timeOutInSeconds;
ResetLastTimeoutBaseTime();
}
public Task NextFrame()
{
ResetLastTimeoutBaseTime();
var tcs = new TaskCompletionSource<object>();
_scheduler.Enqueue(() => tcs.SetResult(default));
return tcs.Task;
@ -33,50 +42,20 @@ namespace VRMShaders
return Task.Run(action);
}
/// <summary>
/// 指定した時間が経過している場合のみ、NextFrame() を使って1フレーム待つ
/// </summary>
/// <param name="timeOutInMilliseconds">タイムアウト時間(ミリ秒単位)</param>
/// <returns>タイムアウト時はNextFrame()を呼び出す。そうではない場合、Task.CompletedTaskを返す</returns>
public Task NextFrameIfTimedOut_(float timeOutInMilliseconds = 1f)
{
if (!CheckTimeOut(timeOutInMilliseconds))
{
return Task.CompletedTask;
}
_lastBaseTime = 0f;
return NextFrame();
}
public Task NextFrameIfTimedOut() => CheckTimeout() ? NextFrame() : Task.CompletedTask;
private bool CheckTimeOut(float timeOutInMilliseconds)
private void ResetLastTimeoutBaseTime() => _lastTimeoutBaseTime = 0f;
private bool LastTimeoutBaseTimeNeedsReset => _lastTimeoutBaseTime == 0f;
private bool CheckTimeout()
{
float t = UnityEngine.Time.realtimeSinceStartup;
if (_lastBaseTime == 0f)
if (LastTimeoutBaseTimeNeedsReset)
{
// Reset base time
_lastBaseTime = t;
_lastTimeoutBaseTime = t;
}
return (t - _lastBaseTime) >= timeOutInMilliseconds * (1f / 1000f);
}
private float _lastBaseTime;
}
internal static class RuntimeOnlyAwaitCallerHelper
{
/// <summary>
/// 指定した時間が経過している場合のみ、NextFrame() を使って1フレーム待つ
/// </summary>
/// <param name="iAwaitCaller">IAwaitCallerのインスタンス</param>
/// <param name="timeOutInMilliseconds">タイムアウト時間(ミリ秒単位)</param>
/// <returns>タイムアウト時はNextFrame()を呼び出す。そうではない場合、Task.CompletedTaskを返す</returns>
internal static Task NextFrameIfTimedOut(this IAwaitCaller iAwaitCaller, float timeOutInMilliseconds)
{
if (iAwaitCaller is RuntimeOnlyAwaitCaller runtimeOnlyAwaitCaller)
{
return runtimeOnlyAwaitCaller.NextFrameIfTimedOut_(timeOutInMilliseconds);
}
return Task.CompletedTask;
return (t - _lastTimeoutBaseTime) >= _timeOutInSeconds;
}
}
}

View File

@ -10,14 +10,23 @@ namespace VRMShaders
public sealed class RuntimeOnlyNoThreadAwaitCaller : IAwaitCaller
{
private readonly NextFrameTaskScheduler _scheduler;
private readonly float _timeoutInSeconds;
private float _lastTimeoutBaseTime;
public RuntimeOnlyNoThreadAwaitCaller()
/// <summary>
/// タイムアウト指定可能なコンストラクタ
/// </summary>
/// <param name="timeoutInSeconds">NextFrameIfTimedOutがタイムアウトと見なす時間(秒単位)</param>
public RuntimeOnlyNoThreadAwaitCaller(float timeoutInSeconds = 1f / 1000f)
{
_scheduler = new NextFrameTaskScheduler();
_timeoutInSeconds = timeoutInSeconds;
ResetLastTimeoutBaseTime();
}
public Task NextFrame()
{
ResetLastTimeoutBaseTime();
var tcs = new TaskCompletionSource<object>();
_scheduler.Enqueue(() => tcs.SetResult(default));
return tcs.Task;
@ -47,5 +56,21 @@ namespace VRMShaders
return Task.FromException<T>(ex);
}
}
public Task NextFrameIfTimedOut() => CheckTimeout() ? NextFrame() : Task.CompletedTask;
private void ResetLastTimeoutBaseTime() => _lastTimeoutBaseTime = 0f;
private bool LastTimeoutBaseTimeNeedsReset => _lastTimeoutBaseTime == 0f;
private bool CheckTimeout()
{
float t = UnityEngine.Time.realtimeSinceStartup;
if (LastTimeoutBaseTimeNeedsReset)
{
_lastTimeoutBaseTime = t;
}
return (t - _lastTimeoutBaseTime) >= _timeoutInSeconds;
}
}
}