forked from MonoGame/MonoGame
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathThreading.cs
205 lines (189 loc) · 5.94 KB
/
Threading.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using Microsoft.Xna.Framework.Graphics;
#if IOS
using Foundation;
using OpenGLES;
#if ES11
using OpenTK.Graphics.ES11;
#else
using OpenTK.Graphics.ES20;
#endif
#elif DESKTOPGL || ANGLE
using OpenGL;
#endif
#if WINDOWS_PHONE
using System.Windows;
#endif
namespace Microsoft.Xna.Framework
{
internal class Threading
{
public const int kMaxWaitForUIThread = 750; // In milliseconds
#if !WINDOWS_PHONE
static int mainThreadId;
#endif
#if ANDROID || WINDOWS || DESKTOPGL || ANGLE
static List<Action> actions = new List<Action>();
//static Mutex actionsMutex = new Mutex();
#elif IOS
public static EAGLContext BackgroundContext;
#endif
#if !WINDOWS_PHONE
static Threading()
{
#if WINDOWS_STOREAPP
mainThreadId = Environment.CurrentManagedThreadId;
#else
mainThreadId = Thread.CurrentThread.ManagedThreadId;
#endif
}
#endif
/// <summary>
/// Checks if the code is currently running on the UI thread.
/// </summary>
/// <returns>true if the code is currently running on the UI thread.</returns>
public static bool IsOnUIThread()
{
#if WINDOWS_PHONE
return Deployment.Current.Dispatcher.CheckAccess();
#elif WINDOWS_STOREAPP
return (mainThreadId == Environment.CurrentManagedThreadId);
#else
return mainThreadId == Thread.CurrentThread.ManagedThreadId;
#endif
}
/// <summary>
/// Throws an exception if the code is not currently running on the UI thread.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if the code is not currently running on the UI thread.</exception>
public static void EnsureUIThread()
{
if (!IsOnUIThread())
throw new InvalidOperationException("Operation not called on UI thread.");
}
#if WINDOWS_PHONE
internal static void RunOnUIThread(Action action)
{
RunOnContainerThread(Deployment.Current.Dispatcher, action);
}
internal static void RunOnContainerThread(System.Windows.Threading.Dispatcher target, Action action)
{
target.BeginInvoke(action);
}
internal static void BlockOnContainerThread(System.Windows.Threading.Dispatcher target, Action action)
{
if (target.CheckAccess())
{
action();
}
else
{
EventWaitHandle wait = new AutoResetEvent(false);
target.BeginInvoke(() =>
{
action();
wait.Set();
});
wait.WaitOne(kMaxWaitForUIThread);
}
}
#endif
/// <summary>
/// Runs the given action on the UI thread and blocks the current thread while the action is running.
/// If the current thread is the UI thread, the action will run immediately.
/// </summary>
/// <param name="action">The action to be run on the UI thread</param>
internal static void BlockOnUIThread(Action action)
{
if (action == null)
throw new ArgumentNullException("action");
#if (DIRECTX && !WINDOWS_PHONE) || PSM
action();
#else
// If we are already on the UI thread, just call the action and be done with it
if (IsOnUIThread())
{
#if WINDOWS_PHONE
try
{
action();
}
catch (UnauthorizedAccessException)
{
// Need to be on a different thread
BlockOnContainerThread(Deployment.Current.Dispatcher, action);
}
#else
action();
#endif
return;
}
#if IOS
lock (BackgroundContext)
{
// Make the context current on this thread if it is not already
if (!Object.ReferenceEquals(EAGLContext.CurrentContext, BackgroundContext))
EAGLContext.SetCurrentContext(BackgroundContext);
// Execute the action
action();
// Must flush the GL calls so the GPU asset is ready for the main context to use it
GL.Flush();
GraphicsExtensions.CheckGLError();
}
#elif WINDOWS_PHONE
BlockOnContainerThread(Deployment.Current.Dispatcher, action);
#else
ManualResetEventSlim resetEvent = new ManualResetEventSlim(false);
#if MONOMAC
#if PLATFORM_MACOS_LEGACY
MonoMac.AppKit.NSApplication.SharedApplication.BeginInvokeOnMainThread(() =>
#else
AppKit.NSApplication.SharedApplication.BeginInvokeOnMainThread(() =>
#endif
#else
Add(() =>
#endif
{
#if ANDROID
//if (!Game.Instance.Window.GraphicsContext.IsCurrent)
((AndroidGameWindow)Game.Instance.Window).GameView.MakeCurrent();
#endif
action();
resetEvent.Set();
});
resetEvent.Wait();
#endif
#endif
}
#if ANDROID || WINDOWS || DESKTOPGL || ANGLE
static void Add(Action action)
{
lock (actions)
{
actions.Add(action);
}
}
/// <summary>
/// Runs all pending actions. Must be called from the UI thread.
/// </summary>
internal static void Run()
{
EnsureUIThread();
lock (actions)
{
foreach (Action action in actions)
{
action();
}
actions.Clear();
}
}
#endif
}
}