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