holopy3/Assets/UniGLTF/DepthFirstScheduler/Scheduler/CurrentThreadScheduler.cs

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2021-01-28 12:07:52 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
namespace DepthFirstScheduler
{
public static partial class Scheduler
{
private static IScheduler currentThread;
public static IScheduler CurrentThread
{
get { return currentThread ?? (currentThread = new CurrentThreadScheduler()); }
}
public class CurrentThreadScheduler : IScheduler
{
[ThreadStatic]
private static Queue<TaskChain> queue;
private static Queue<TaskChain> GetQueue()
{
return queue;
}
private static void SetQueue(Queue<TaskChain> newQueue)
{
queue = newQueue;
}
public void Enqueue(TaskChain item)
{
var q = GetQueue();
if (q == null)
{
q = new Queue<TaskChain>(5);
q.Enqueue(item);
SetQueue(q);
try
{
Trampoline.Run(q);
}
finally
{
SetQueue(null);
}
}
else
{
q.Enqueue(item);
}
}
#region IDisposable Support
private bool disposedValue = false;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
var queue = GetQueue();
if (queue != null) queue.Clear();
SetQueue(null);
}
disposedValue = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
static class Trampoline
{
public static void Run(Queue<TaskChain> queue)
{
while (queue.Count > 0)
{
var chain = queue.Dequeue();
while (true)
{
var status = chain.Next();
if (status != ExecutionStatus.Continue)
{
break;
}
}
}
}
}
}
}