// 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; } }