Files
BepInEx/BepInEx.Unity/ThreadingHelper.cs
T

289 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Reflection;
using System.Threading;
using BepInEx.Logging;
using UnityEngine;
namespace BepInEx
{
/// <summary>
/// Provides methods for running code on other threads and synchronizing with the main thread.
/// </summary>
public sealed class ThreadingHelper : MonoBehaviour, ISynchronizeInvoke
{
private readonly object _invokeLock = new object();
private Action _invokeList;
private Thread _mainThread;
/// <summary>
/// Current instance of the helper.
/// </summary>
public static ThreadingHelper Instance { get; private set; }
/// <summary>
/// Gives methods for invoking delegates on the main unity thread, both synchronously and asynchronously.
/// Can be used in many built-in framework types, for example <see cref="System.IO.FileSystemWatcher.SynchronizingObject"/>
/// and <see cref="System.Timers.Timer.SynchronizingObject"/> to make their events fire on the main unity thread.
/// </summary>
public static ISynchronizeInvoke SynchronizingObject => Instance;
internal static void Initialize()
{
var go = new GameObject("BepInEx_ThreadingHelper");
DontDestroyOnLoad(go);
Instance = go.AddComponent<ThreadingHelper>();
}
/// <summary>
/// Queue the delegate to be invoked on the main unity thread. Use to synchronize your threads.
/// </summary>
public void StartSyncInvoke(Action action)
{
if (action == null) throw new ArgumentNullException(nameof(action));
lock (_invokeLock) _invokeList += action;
}
private void Update()
{
// The CurrentThread can change between Awake and later methods, it's safest to get it here.
if (_mainThread == null)
_mainThread = Thread.CurrentThread;
// Safe to do outside of lock because nothing can remove callbacks, at worst we execute with 1 frame delay
if (_invokeList == null) return;
Action toRun;
lock (_invokeLock)
{
toRun = _invokeList;
_invokeList = null;
}
// Need to execute outside of the lock in case the callback itself calls Invoke we could deadlock
// The invocation would also block any threads that call Invoke
foreach (var action in toRun.GetInvocationList().Cast<Action>())
{
try
{
action();
}
catch (Exception ex)
{
LogInvocationException(ex);
}
}
}
/// <summary>
/// Queue the delegate to be invoked on a background thread. Use this to run slow tasks without affecting the game.
/// NOTE: Most of Unity API can not be accessed while running on another thread!
/// </summary>
/// <param name="action">
/// Task to be executed on another thread. Can optionally return an Action that will be executed on the main thread.
/// You can use this action to return results of your work safely. Return null if this is not needed.
/// </param>
public void StartAsyncInvoke(Func<Action> action)
{
void DoWork(object _)
{
try
{
var result = action();
if (result != null)
StartSyncInvoke(result);
}
catch (Exception ex)
{
LogInvocationException(ex);
}
}
if (!ThreadPool.QueueUserWorkItem(DoWork))
throw new NotSupportedException("Failed to queue the action on ThreadPool");
}
private static void LogInvocationException(Exception ex)
{
Logging.Logger.Log(LogLevel.Error, ex);
if (ex.InnerException != null) Logging.Logger.Log(LogLevel.Error, "INNER: " + ex.InnerException);
}
#region ISynchronizeInvoke
IAsyncResult ISynchronizeInvoke.BeginInvoke(Delegate method, object[] args)
{
var result = new InvokeResult();
object Invoke()
{
try
{
return method.DynamicInvoke(args);
}
catch (Exception ex)
{
result.ExceptionThrown = true;
return ex;
}
}
if (!InvokeRequired)
result.Finish(Invoke(), true);
else
StartSyncInvoke(() => result.Finish(Invoke(), false));
return result;
}
object ISynchronizeInvoke.EndInvoke(IAsyncResult result)
{
var invokeResult = (InvokeResult)result;
invokeResult.AsyncWaitHandle.WaitOne();
if (invokeResult.ExceptionThrown)
throw (Exception)invokeResult.AsyncState;
return invokeResult.AsyncState;
}
object ISynchronizeInvoke.Invoke(Delegate method, object[] args)
{
var invokeResult = ((ISynchronizeInvoke)this).BeginInvoke(method, args);
return ((ISynchronizeInvoke)this).EndInvoke(invokeResult);
}
/// <summary>
/// False if current code is executing on the main unity thread, otherwise True.
/// Warning: Will return true before the first frame finishes (i.e. inside plugin Awake and Start methods).
/// </summary>
/// <inheritdoc />
public bool InvokeRequired => _mainThread == null || _mainThread != Thread.CurrentThread;
private sealed class InvokeResult : IAsyncResult
{
public InvokeResult()
{
AsyncWaitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
}
public void Finish(object result, bool completedSynchronously)
{
AsyncState = result;
CompletedSynchronously = completedSynchronously;
IsCompleted = true;
((EventWaitHandle)AsyncWaitHandle).Set();
}
public bool IsCompleted { get; private set; }
public WaitHandle AsyncWaitHandle { get; }
public object AsyncState { get; private set; }
public bool CompletedSynchronously { get; private set; }
internal bool ExceptionThrown;
}
#endregion
}
/// <summary>
/// Convenience extensions for utilizing multiple threads and using the <see cref="ThreadingHelper"/>.
/// </summary>
public static class ThreadingExtensions
{
/// <inheritdoc cref="RunParallel{TIn,TOut}(IList{TIn},Func{TIn,TOut},int)"/>
public static IEnumerable<TOut> RunParallel<TIn, TOut>(this IEnumerable<TIn> data, Func<TIn, TOut> work, int workerCount = -1)
{
foreach (var result in RunParallel(data.ToList(), work))
yield return result;
}
/// <summary>
/// Apply a function to a collection of data by spreading the work on multiple threads.
/// Outputs of the functions are returned to the current thread and yielded one by one.
/// </summary>
/// <typeparam name="TIn">Type of the input values.</typeparam>
/// <typeparam name="TOut">Type of the output values.</typeparam>
/// <param name="data">Input values for the work function.</param>
/// <param name="work">Function to apply to the data on multiple threads at once.</param>
/// <param name="workerCount">Number of worker threads. By default SystemInfo.processorCount is used.</param>
/// <exception cref="TargetInvocationException">An exception was thrown inside one of the threads, and the operation was aborted.</exception>
/// <exception cref="ArgumentException">Need at least 1 workerCount.</exception>
public static IEnumerable<TOut> RunParallel<TIn, TOut>(this IList<TIn> data, Func<TIn, TOut> work, int workerCount = -1)
{
if (workerCount < 0)
workerCount = Mathf.Max(2, Environment.ProcessorCount);
else if (workerCount == 0)
throw new ArgumentException("Need at least 1 worker", nameof(workerCount));
var perThreadCount = Mathf.CeilToInt(data.Count / (float)workerCount);
var doneCount = 0;
var lockObj = new object();
var are = new ManualResetEvent(false);
IEnumerable<TOut> doneItems = null;
Exception exceptionThrown = null;
// Start threads to process the data
for (var i = 0; i < workerCount; i++)
{
int first = i * perThreadCount;
int last = Mathf.Min(first + perThreadCount, data.Count);
ThreadPool.QueueUserWorkItem(
_ =>
{
var results = new List<TOut>(perThreadCount);
try
{
for (int dataIndex = first; dataIndex < last; dataIndex++)
{
if (exceptionThrown != null) break;
results.Add(work(data[dataIndex]));
}
}
catch (Exception ex)
{
exceptionThrown = ex;
}
lock (lockObj)
{
doneItems = doneItems == null ? results : results.Concat(doneItems);
doneCount++;
are.Set();
}
});
}
// Main thread waits for results and returns them until all threads finish
while (true)
{
are.WaitOne();
IEnumerable<TOut> toOutput;
bool isDone;
lock (lockObj)
{
toOutput = doneItems;
doneItems = null;
isDone = doneCount == workerCount;
}
if (toOutput != null)
{
foreach (var doneItem in toOutput)
yield return doneItem;
}
if (isDone)
break;
}
if (exceptionThrown != null)
throw new TargetInvocationException("An exception was thrown inside one of the threads", exceptionThrown);
}
}
}