mirror of
https://github.com/BepInEx/BepInEx.git
synced 2026-10-20 01:46:13 +00:00
289 lines
8.5 KiB
C#
289 lines
8.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using BepInEx.Logging;
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using UnityEngine;
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namespace BepInEx
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{
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/// <summary>
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/// Provides methods for running code on other threads and synchronizing with the main thread.
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/// </summary>
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public sealed class ThreadingHelper : MonoBehaviour, ISynchronizeInvoke
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{
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private readonly object _invokeLock = new object();
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private Action _invokeList;
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private Thread _mainThread;
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/// <summary>
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/// Current instance of the helper.
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/// </summary>
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public static ThreadingHelper Instance { get; private set; }
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/// <summary>
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/// Gives methods for invoking delegates on the main unity thread, both synchronously and asynchronously.
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/// Can be used in many built-in framework types, for example <see cref="System.IO.FileSystemWatcher.SynchronizingObject"/>
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/// and <see cref="System.Timers.Timer.SynchronizingObject"/> to make their events fire on the main unity thread.
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/// </summary>
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public static ISynchronizeInvoke SynchronizingObject => Instance;
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internal static void Initialize()
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{
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var go = new GameObject("BepInEx_ThreadingHelper");
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DontDestroyOnLoad(go);
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Instance = go.AddComponent<ThreadingHelper>();
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}
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/// <summary>
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/// Queue the delegate to be invoked on the main unity thread. Use to synchronize your threads.
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/// </summary>
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public void StartSyncInvoke(Action action)
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{
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if (action == null) throw new ArgumentNullException(nameof(action));
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lock (_invokeLock) _invokeList += action;
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}
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private void Update()
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{
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// The CurrentThread can change between Awake and later methods, it's safest to get it here.
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if (_mainThread == null)
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_mainThread = Thread.CurrentThread;
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// Safe to do outside of lock because nothing can remove callbacks, at worst we execute with 1 frame delay
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if (_invokeList == null) return;
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Action toRun;
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lock (_invokeLock)
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{
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toRun = _invokeList;
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_invokeList = null;
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}
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// Need to execute outside of the lock in case the callback itself calls Invoke we could deadlock
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// The invocation would also block any threads that call Invoke
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foreach (var action in toRun.GetInvocationList().Cast<Action>())
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{
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try
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{
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action();
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}
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catch (Exception ex)
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{
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LogInvocationException(ex);
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}
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}
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}
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/// <summary>
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/// Queue the delegate to be invoked on a background thread. Use this to run slow tasks without affecting the game.
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/// NOTE: Most of Unity API can not be accessed while running on another thread!
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/// </summary>
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/// <param name="action">
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/// Task to be executed on another thread. Can optionally return an Action that will be executed on the main thread.
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/// You can use this action to return results of your work safely. Return null if this is not needed.
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/// </param>
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public void StartAsyncInvoke(Func<Action> action)
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{
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void DoWork(object _)
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{
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try
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{
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var result = action();
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if (result != null)
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StartSyncInvoke(result);
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}
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catch (Exception ex)
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{
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LogInvocationException(ex);
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}
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}
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if (!ThreadPool.QueueUserWorkItem(DoWork))
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throw new NotSupportedException("Failed to queue the action on ThreadPool");
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}
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private static void LogInvocationException(Exception ex)
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{
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Logging.Logger.Log(LogLevel.Error, ex);
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if (ex.InnerException != null) Logging.Logger.Log(LogLevel.Error, "INNER: " + ex.InnerException);
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}
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#region ISynchronizeInvoke
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IAsyncResult ISynchronizeInvoke.BeginInvoke(Delegate method, object[] args)
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{
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var result = new InvokeResult();
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object Invoke()
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{
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try
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{
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return method.DynamicInvoke(args);
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}
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catch (Exception ex)
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{
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result.ExceptionThrown = true;
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return ex;
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}
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}
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if (!InvokeRequired)
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result.Finish(Invoke(), true);
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else
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StartSyncInvoke(() => result.Finish(Invoke(), false));
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return result;
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}
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object ISynchronizeInvoke.EndInvoke(IAsyncResult result)
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{
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var invokeResult = (InvokeResult)result;
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invokeResult.AsyncWaitHandle.WaitOne();
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if (invokeResult.ExceptionThrown)
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throw (Exception)invokeResult.AsyncState;
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return invokeResult.AsyncState;
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}
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object ISynchronizeInvoke.Invoke(Delegate method, object[] args)
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{
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var invokeResult = ((ISynchronizeInvoke)this).BeginInvoke(method, args);
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return ((ISynchronizeInvoke)this).EndInvoke(invokeResult);
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}
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/// <summary>
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/// False if current code is executing on the main unity thread, otherwise True.
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/// Warning: Will return true before the first frame finishes (i.e. inside plugin Awake and Start methods).
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/// </summary>
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/// <inheritdoc />
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public bool InvokeRequired => _mainThread == null || _mainThread != Thread.CurrentThread;
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private sealed class InvokeResult : IAsyncResult
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{
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public InvokeResult()
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{
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AsyncWaitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
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}
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public void Finish(object result, bool completedSynchronously)
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{
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AsyncState = result;
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CompletedSynchronously = completedSynchronously;
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IsCompleted = true;
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((EventWaitHandle)AsyncWaitHandle).Set();
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}
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public bool IsCompleted { get; private set; }
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public WaitHandle AsyncWaitHandle { get; }
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public object AsyncState { get; private set; }
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public bool CompletedSynchronously { get; private set; }
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internal bool ExceptionThrown;
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}
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#endregion
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}
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/// <summary>
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/// Convenience extensions for utilizing multiple threads and using the <see cref="ThreadingHelper"/>.
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/// </summary>
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public static class ThreadingExtensions
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{
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/// <inheritdoc cref="RunParallel{TIn,TOut}(IList{TIn},Func{TIn,TOut},int)"/>
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public static IEnumerable<TOut> RunParallel<TIn, TOut>(this IEnumerable<TIn> data, Func<TIn, TOut> work, int workerCount = -1)
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{
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foreach (var result in RunParallel(data.ToList(), work))
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yield return result;
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}
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/// <summary>
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/// Apply a function to a collection of data by spreading the work on multiple threads.
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/// Outputs of the functions are returned to the current thread and yielded one by one.
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/// </summary>
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/// <typeparam name="TIn">Type of the input values.</typeparam>
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/// <typeparam name="TOut">Type of the output values.</typeparam>
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/// <param name="data">Input values for the work function.</param>
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/// <param name="work">Function to apply to the data on multiple threads at once.</param>
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/// <param name="workerCount">Number of worker threads. By default SystemInfo.processorCount is used.</param>
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/// <exception cref="TargetInvocationException">An exception was thrown inside one of the threads, and the operation was aborted.</exception>
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/// <exception cref="ArgumentException">Need at least 1 workerCount.</exception>
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public static IEnumerable<TOut> RunParallel<TIn, TOut>(this IList<TIn> data, Func<TIn, TOut> work, int workerCount = -1)
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{
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if (workerCount < 0)
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workerCount = Mathf.Max(2, Environment.ProcessorCount);
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else if (workerCount == 0)
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throw new ArgumentException("Need at least 1 worker", nameof(workerCount));
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var perThreadCount = Mathf.CeilToInt(data.Count / (float)workerCount);
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var doneCount = 0;
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var lockObj = new object();
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var are = new ManualResetEvent(false);
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IEnumerable<TOut> doneItems = null;
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Exception exceptionThrown = null;
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// Start threads to process the data
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for (var i = 0; i < workerCount; i++)
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{
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int first = i * perThreadCount;
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int last = Mathf.Min(first + perThreadCount, data.Count);
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ThreadPool.QueueUserWorkItem(
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_ =>
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{
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var results = new List<TOut>(perThreadCount);
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try
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{
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for (int dataIndex = first; dataIndex < last; dataIndex++)
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{
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if (exceptionThrown != null) break;
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results.Add(work(data[dataIndex]));
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}
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}
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catch (Exception ex)
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{
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exceptionThrown = ex;
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}
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lock (lockObj)
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{
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doneItems = doneItems == null ? results : results.Concat(doneItems);
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doneCount++;
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are.Set();
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}
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});
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}
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// Main thread waits for results and returns them until all threads finish
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while (true)
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{
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are.WaitOne();
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IEnumerable<TOut> toOutput;
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bool isDone;
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lock (lockObj)
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{
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toOutput = doneItems;
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doneItems = null;
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isDone = doneCount == workerCount;
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}
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if (toOutput != null)
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{
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foreach (var doneItem in toOutput)
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yield return doneItem;
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}
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if (isDone)
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break;
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}
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if (exceptionThrown != null)
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throw new TargetInvocationException("An exception was thrown inside one of the threads", exceptionThrown);
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}
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}
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} |