Files
SVSimServer/SVSim.BattleEngine/Engine/Cute/AsyncJob.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

183 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Cute;
public class AsyncJob
{
private class Unit
{
public object action;
public Action cancelAction;
public Unit(object action, Action cancelAction)
{
this.action = action;
this.cancelAction = cancelAction;
}
}
private int num;
private MonoBehaviour mono;
private List<Unit> jobList = new List<Unit>();
private bool isCancel;
private int? _waitFramesBetweenJobs;
private int _waitFramesBetweenJobsMin;
private FramerateProfiler _framerateProfiler = new FramerateProfiler();
public int WAIT_FRAMES_INCREMENT = 5;
public int WAIT_FRAMES_DECREMENT = 1;
public bool IsIdle
{
get
{
if (!isCancel)
{
return jobList.Count == 0;
}
return false;
}
}
public int? WantedWaitFramesBetweenJobs
{
set
{
_waitFramesBetweenJobs = value;
_waitFramesBetweenJobsMin = value.GetValueOrDefault();
}
}
public AsyncJob(MonoBehaviour mono, int num)
{
this.mono = mono;
this.num = num;
}
public void Add(IEnumerator enumerator)
{
jobList.Add(new Unit(enumerator, null));
}
public void Add(IEnumerator enumerator, Action calcelAction)
{
jobList.Add(new Unit(enumerator, calcelAction));
}
public void Add(Action action)
{
jobList.Add(new Unit(action, null));
}
public void Add(Action action, Action calcelAction)
{
jobList.Add(new Unit(action, calcelAction));
}
public void Cancel()
{
if (!isCancel && jobList.Count != 0)
{
isCancel = true;
Add(CancelTerminator, CancelTerminator);
}
}
public void CancelTerminator()
{
isCancel = false;
}
public void Start()
{
for (int i = 0; i < num; i++)
{
mono.StartCoroutine(MicroThread());
}
_framerateProfiler = new FramerateProfiler();
mono.StartCoroutine(RunFpsProfiler());
}
private IEnumerator RunFpsProfiler()
{
_framerateProfiler.Init();
while (true)
{
_framerateProfiler.Update();
yield return null;
}
}
private IEnumerator MicroThread()
{
while (true)
{
if (jobList.Count <= 0)
{
yield return null;
continue;
}
Unit unit = jobList[0];
jobList.RemoveAt(0);
if (isCancel)
{
if (unit.cancelAction != null)
{
unit.cancelAction();
}
}
else if (unit.action is IEnumerator)
{
yield return mono.StartCoroutine((IEnumerator)unit.action);
if (!_waitFramesBetweenJobs.HasValue)
{
continue;
}
float? fps = _framerateProfiler.Fps;
if (fps.HasValue)
{
if (fps < 20f)
{
_waitFramesBetweenJobs += WAIT_FRAMES_INCREMENT;
_framerateProfiler.Init();
}
else if (fps > 30f)
{
_waitFramesBetweenJobs -= WAIT_FRAMES_INCREMENT;
if (_waitFramesBetweenJobs.Value < _waitFramesBetweenJobsMin)
{
_waitFramesBetweenJobs = _waitFramesBetweenJobsMin;
}
_framerateProfiler.Init();
}
}
yield return WaitFrames(_waitFramesBetweenJobs.Value);
}
else if (unit.action is Action)
{
((Action)unit.action)();
}
}
}
private static IEnumerator WaitFrames(int frameCount)
{
while (frameCount > 0)
{
frameCount--;
yield return null;
}
}
}