Unity Udexreal开发插件包
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//------------------------------------------------------------------------------
// 此代码版权(除特别声明或在XREF结尾的命名空间的代码)归作者本人若汝棋茗所有
// 源代码使用协议遵循本仓库的开源协议及附加协议,若本仓库没有设置,则按MIT开源协议授权
// CSDN博客:https://blog.csdn.net/qq_40374647
// 哔哩哔哩视频:https://space.bilibili.com/94253567
// Gitee源代码仓库:https://gitee.com/RRQM_Home
// Github源代码仓库:https://github.com/RRQM
// API首页:https://www.yuque.com/rrqm/touchsocket/index
// 交流QQ群:234762506
// 感谢您的下载和使用
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
using System;
using System.Threading;
using System.Threading.Tasks;
namespace TouchSocket.Core
{
/// <summary>
/// 等待数据对象
/// </summary>
/// <typeparam name="T"></typeparam>
public class WaitData<T> : DisposableObject
{
private readonly AutoResetEvent m_waitHandle;
private WaitDataStatus m_status;
private T m_waitResult;
/// <summary>
/// 构造函数
/// </summary>
public WaitData()
{
m_waitHandle = new AutoResetEvent(false);
}
/// <summary>
/// 延迟模式
/// </summary>
public bool DelayModel { get; set; }
/// <summary>
/// 状态
/// </summary>
public WaitDataStatus Status => m_status;
/// <summary>
/// 等待数据结果
/// </summary>
public T WaitResult => m_waitResult;
/// <summary>
/// 取消任务
/// </summary>
public void Cancel()
{
m_status = WaitDataStatus.Canceled;
if (!DelayModel)
{
m_waitHandle.Set();
}
}
/// <summary>
/// Reset。
/// 设置<see cref="WaitResult"/>为null。然后重置状态为<see cref="WaitDataStatus.Default"/>,waitHandle.Reset()
/// </summary>
public bool Reset()
{
m_status = WaitDataStatus.Default;
m_waitResult = default;
if (!DelayModel)
{
return m_waitHandle.Reset();
}
return true;
}
/// <summary>
/// 使等待的线程继续执行
/// </summary>
public bool Set()
{
m_status = WaitDataStatus.SetRunning;
if (!DelayModel)
{
return m_waitHandle.Set();
}
return true;
}
/// <summary>
/// 使等待的线程继续执行
/// </summary>
/// <param name="waitResult">等待结果</param>
public bool Set(T waitResult)
{
m_waitResult = waitResult;
m_status = WaitDataStatus.SetRunning;
if (!DelayModel)
{
return m_waitHandle.Set();
}
return true;
}
/// <summary>
/// 加载取消令箭
/// </summary>
/// <param name="cancellationToken"></param>
public void SetCancellationToken(CancellationToken cancellationToken)
{
if (cancellationToken.CanBeCanceled)
{
cancellationToken.Register(Cancel);
}
}
/// <summary>
/// 载入结果
/// </summary>
public void SetResult(T result)
{
m_waitResult = result;
}
/// <summary>
/// 等待指定时间
/// </summary>
/// <param name="timeSpan"></param>
public WaitDataStatus Wait(TimeSpan timeSpan)
{
return this.Wait((int)timeSpan.TotalMilliseconds);
}
/// <summary>
/// 等待指定毫秒
/// </summary>
/// <param name="millisecond"></param>
public WaitDataStatus Wait(int millisecond)
{
if (DelayModel)
{
for (int i = 0; i < millisecond / 10.0; i++)
{
if (m_status != WaitDataStatus.Default)
{
return m_status;
}
Task.Delay(10).GetAwaiter().GetResult();
}
m_status = WaitDataStatus.Overtime;
return m_status;
}
else
{
if (!m_waitHandle.WaitOne(millisecond))
{
m_status = WaitDataStatus.Overtime;
}
return m_status;
}
}
/// <summary>
/// 等待指定时间
/// </summary>
/// <param name="timeSpan"></param>
/// <returns></returns>
public Task<WaitDataStatus> WaitAsync(TimeSpan timeSpan)
{
return this.WaitAsync((int)timeSpan.TotalMilliseconds);
}
/// <summary>
/// 等待指定毫秒
/// </summary>
/// <param name="millisecond"></param>
public async Task<WaitDataStatus> WaitAsync(int millisecond)
{
if (DelayModel)
{
for (int i = 0; i < millisecond / 10.0; i++)
{
if (m_status != WaitDataStatus.Default)
{
return m_status;
}
await Task.Delay(10);
}
m_status = WaitDataStatus.Overtime;
return m_status;
}
else
{
if (!m_waitHandle.WaitOne(millisecond))
{
m_status = WaitDataStatus.Overtime;
}
return m_status;
}
}
/// <summary>
/// 释放
/// </summary>
/// <param name="disposing"></param>
protected override void Dispose(bool disposing)
{
m_status = WaitDataStatus.Disposed;
m_waitResult = default;
m_waitHandle.SafeDispose();
base.Dispose(disposing);
}
}
}