257 lines
8.1 KiB
C#
257 lines
8.1 KiB
C#
using UnityEngine;
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#if NETFX_CORE || BUILD_FOR_WP8
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using System.Threading.Tasks;
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#endif
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namespace BestHTTP
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{
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/// <summary>
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/// Will route some U3D calls to the HTTPManager.
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/// </summary>
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[ExecuteInEditMode]
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public sealed class HTTPUpdateDelegator : MonoBehaviour
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{
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#region Public Properties
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/// <summary>
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/// The singleton instance of the HTTPUpdateDelegator
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/// </summary>
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public static HTTPUpdateDelegator Instance { get; private set; }
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/// <summary>
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/// True, if the Instance property should hold a valid value.
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/// </summary>
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public static bool IsCreated { get; private set; }
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/// <summary>
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/// Set it true before any CheckInstance() call, or before any request sent to dispatch callbacks on another thread.
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/// </summary>
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public static bool IsThreaded { get; set; }
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/// <summary>
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/// It's true if the dispatch thread running.
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/// </summary>
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public static bool IsThreadRunning { get; private set; }
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/// <summary>
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/// How much time the plugin should wait between two update call. Its default value 100 ms.
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/// </summary>
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public static int ThreadFrequencyInMS { get; set; }
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/// <summary>
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/// Called in the OnApplicationQuit function. If this function returns False, the plugin will not start to
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/// shut down itself.
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/// </summary>
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public static System.Func<bool> OnBeforeApplicationQuit;
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public static System.Action<bool> OnApplicationForegroundStateChanged;
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#endregion
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private static bool IsSetupCalled;
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static HTTPUpdateDelegator()
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{
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ThreadFrequencyInMS = 100;
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}
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/// <summary>
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/// Will create the HTTPUpdateDelegator instance and set it up.
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/// </summary>
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public static void CheckInstance()
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{
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try
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{
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if (!IsCreated)
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{
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GameObject go = GameObject.Find("HTTP Update Delegator");
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if (go != null)
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Instance = go.GetComponent<HTTPUpdateDelegator>();
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if (Instance == null)
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{
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go = new GameObject("HTTP Update Delegator");
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go.hideFlags = HideFlags.DontSave;
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Instance = go.AddComponent<HTTPUpdateDelegator>();
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}
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IsCreated = true;
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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{
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UnityEditor.EditorApplication.update -= Instance.Update;
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UnityEditor.EditorApplication.update += Instance.Update;
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}
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#if UNITY_2017_2_OR_NEWER
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UnityEditor.EditorApplication.playModeStateChanged -= Instance.OnPlayModeStateChanged;
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UnityEditor.EditorApplication.playModeStateChanged += Instance.OnPlayModeStateChanged;
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#else
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UnityEditor.EditorApplication.playmodeStateChanged -= Instance.OnPlayModeStateChanged;
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UnityEditor.EditorApplication.playmodeStateChanged += Instance.OnPlayModeStateChanged;
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#endif
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#endif
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "Instance Created!");
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}
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}
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catch
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{
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HTTPManager.Logger.Error("HTTPUpdateDelegator", "Please call the BestHTTP.HTTPManager.Setup() from one of Unity's event(eg. awake, start) before you send any request!");
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}
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}
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private void Setup()
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{
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#if !BESTHTTP_DISABLE_CACHING
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Caching.HTTPCacheService.SetupCacheFolder();
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#endif
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#if !BESTHTTP_DISABLE_COOKIES
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Cookies.CookieJar.SetupFolder();
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Cookies.CookieJar.Load();
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#endif
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#if UNITY_WEBGL && !UNITY_EDITOR
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// Threads are not implemented in WEBGL builds, disable it for now.
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IsThreaded = false;
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#endif
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if (IsThreaded)
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{
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#if NETFX_CORE
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#pragma warning disable 4014
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Windows.System.Threading.ThreadPool.RunAsync(ThreadFunc);
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#pragma warning restore 4014
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#else
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System.Threading.ThreadPool.QueueUserWorkItem(new System.Threading.WaitCallback(ThreadFunc));
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#endif
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}
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IsSetupCalled = true;
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// Unity doesn't tolerate well if the DontDestroyOnLoad called when purely in editor mode. So, we will set the flag
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// only when we are playing, or not in the editor.
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if (!Application.isEditor || Application.isPlaying)
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GameObject.DontDestroyOnLoad(this.gameObject);
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "Setup done!");
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}
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#if NETFX_CORE
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async
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#endif
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void ThreadFunc(object obj)
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{
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HTTPManager.Logger.Information ("HTTPUpdateDelegator", "Update Thread Started");
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try
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{
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IsThreadRunning = true;
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while (IsThreadRunning)
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{
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HTTPManager.OnUpdate();
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#if NETFX_CORE
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await Task.Delay(ThreadFrequencyInMS);
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#else
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System.Threading.Thread.Sleep(ThreadFrequencyInMS);
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#endif
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}
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}
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finally
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{
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "Update Thread Ended");
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}
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}
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void Update()
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{
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if (!IsSetupCalled)
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{
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IsSetupCalled = true;
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Setup();
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}
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if (!IsThreaded)
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HTTPManager.OnUpdate();
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}
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#if UNITY_EDITOR
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#if UNITY_2017_2_OR_NEWER
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void OnPlayModeStateChanged(UnityEditor.PlayModeStateChange playMode)
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{
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if (playMode == UnityEditor.PlayModeStateChange.EnteredPlayMode)
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UnityEditor.EditorApplication.update -= Update;
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else if (playMode == UnityEditor.PlayModeStateChange.ExitingPlayMode)
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UnityEditor.EditorApplication.update += Update;
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}
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#else
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void OnPlayModeStateChanged()
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{
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if (UnityEditor.EditorApplication.isPlaying)
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UnityEditor.EditorApplication.update -= Update;
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else if (!UnityEditor.EditorApplication.isPlaying)
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UnityEditor.EditorApplication.update += Update;
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}
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#endif
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#endif
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void OnDisable()
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{
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "OnDisable Called!");
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#if UNITY_EDITOR
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if (UnityEditor.EditorApplication.isPlaying)
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#endif
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OnApplicationQuit();
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}
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void OnApplicationPause(bool isPaused)
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{
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if (HTTPUpdateDelegator.OnApplicationForegroundStateChanged != null)
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HTTPUpdateDelegator.OnApplicationForegroundStateChanged(isPaused);
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}
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void OnApplicationQuit()
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{
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "OnApplicationQuit Called!");
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if (OnBeforeApplicationQuit != null)
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{
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try
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{
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if (!OnBeforeApplicationQuit())
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{
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HTTPManager.Logger.Information("HTTPUpdateDelegator", "OnBeforeApplicationQuit call returned false, postponing plugin shutdown.");
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return;
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}
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}
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catch(System.Exception ex)
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{
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HTTPManager.Logger.Exception("HTTPUpdateDelegator", string.Empty, ex);
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}
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}
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IsThreadRunning = false;
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if (!IsCreated)
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return;
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IsCreated = false;
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HTTPManager.OnQuit();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update -= Update;
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#if UNITY_2017_2_OR_NEWER
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UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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#else
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UnityEditor.EditorApplication.playmodeStateChanged -= OnPlayModeStateChanged;
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#endif
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#endif
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}
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}
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} |