using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
namespace LX.Common.Threading
{
/// <summary>
/// 线程调度,将其它线程中的代码放置在主线程中执行
/// </summary>
public sealed class Dispatcher : MonoBehaviour
{
private static Dispatcher instance;
private int _lock;
private bool _isRun;
private Queue<Action> _queWaitAction = new Queue<Action>();
private Queue<Action> _queExecute;
public static void Run(Action action)
{
instance.Runner(action);
}
private void Runner(Action action)
{
while (true)
{
//以原子操作的形式,将 32 位有符号整数设置为指定的值并返回原始值。
if (0 == Interlocked.Exchange(ref _lock, 1))
{
//acquire lock
_queWaitAction.Enqueue(action);
_isRun = true;
//exist
Interlocked.Exchange(ref _lock, 0);
break;
}
}
}
private void Awake()
{
instance = this;
DontDestroyOnLoad(this.gameObject);
}
private void Update()
{
if (_isRun)
{
_queExecute = null;
//主线程不推荐使用lock关键字,防止block 线程,以至于deadlock
if (0 == Interlocked.Exchange(ref _lock, 1))
{
_queExecute = new Queue<Action>(_queWaitAction.Count);
while (_queWaitAction.Count != 0)
{
_queExecute.Enqueue(_queWaitAction.Dequeue());
}
//finished
_isRun = false;
//release
Interlocked.Exchange(ref _lock, 0);
}
//not block
if (_queExecute != null)
{
while (_queExecute.Count != 0)
{
_queExecute.Dequeue()();
}
}
}
}
}
}
//用法: LX.Common.Threading.Dispatcher.Run(() => {/*函数体*/})