小编在做与服务器互调的工作时发现给到的接口不能放在除unity主线程外的线程中使用,会报莫名的错误,而做后端的人员表示使用他们那个接口的方式需要挂在其他线程中不停调用的方式。于是通过各种渠道找到一种解决方案,具体代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
namespace LX.Common.Threading {
/// <summary>
/// 线程调度,将其它线程中的代码放置在主线程中执行
/// </summary>
public sealed class Dispatcher : MonoBehaviour {
private static Dispatcher instance;
private int _lock;
private bool _isRun;
private Queue<Action> _queWaitAction = new Queue<Action>();
private Queue<Action> _queExecute;
public static void Run(Action action) {
instance.Runner(action);
}
private void Runner(Action action) {
while (true) {
//以原子操作的形式,将 32 位有符号整数设置为指定的值并返回原始值。
if (0 == Interlocked.Exchange(ref _lock, 1)) {
//acquire lock
_queWaitAction.Enqueue(action);
_isRun = true;
//exist
Interlocked.Exchange(ref _lock, 0);
break;
}
}
}
private void Awake() {
instance = this;
DontDestroyOnLoad(this.gameObject);
}
private void Update() {
if (_isRun) {
_queExecute = null;
//主线程不推荐使用lock关键字,防止block 线程,以至于deadlock
if (0 == Interlocked.Exchange(ref _lock, 1)) {
_queExecute = new Queue<Action>(_queWaitAction.Count);
while (_queWaitAction.Count != 0) {
_queExecute.Enqueue(_queWaitAction.Dequeue());
}
//finished
_isRun = false;
//release
Interlocked.Exchange(ref _lock, 0);
}
//not block
if (_queExecute != null) {
while (_queExecute.Count != 0) {
_queExecute.Dequeue()();
}
}
}
}
}
}
//用法: LX.Common.Threading.Dispatcher.Run(() => {/*函数体*/})