// MIT License
// Copyright(c) 2016 Modest Tree Media Inc
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System.Threading;
using UnityEngine;
namespace Microsoft.MixedReality.Toolkit.Utilities
{
///
/// Utility class to assist in thread and context synchronization.
///
public static class SyncContextUtility
{
#if UNITY_EDITOR
private static System.Reflection.MethodInfo executionMethod;
///
/// HACK: makes Unity Editor execute continuations in edit mode.
///
private static void ExecuteContinuations()
{
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
var context = SynchronizationContext.Current;
if (executionMethod == null)
{
executionMethod = context.GetType().GetMethod("Exec", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
}
executionMethod?.Invoke(context, null);
}
[UnityEditor.InitializeOnLoadMethod]
#endif
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += ExecuteContinuations;
#endif
UnitySynchronizationContext = SynchronizationContext.Current;
UnityThreadId = Thread.CurrentThread.ManagedThreadId;
}
///
/// This Unity Player's Thread Id.
///
public static int UnityThreadId { get; private set; }
///
/// This Unity Player's Synchronization Context.
///
public static SynchronizationContext UnitySynchronizationContext { get; private set; }
///
/// Is this being called from the main thread?
///
public static bool IsMainThread => UnitySynchronizationContext == SynchronizationContext.Current;
}
}