Test de communication de paquets entre un client et un serveur
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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class ThreadManager : MonoBehaviour
  6. {
  7. private static readonly List<Action> executeOnMainThread = new List<Action>();
  8. private static readonly List<Action> executeCopiedOnMainThread = new List<Action>();
  9. private static bool actionToExecuteOnMainThread = false;
  10. private void FixedUpdate()
  11. {
  12. UpdateMain();
  13. }
  14. /// <summary>Sets an action to be executed on the main thread.</summary>
  15. /// <param name="_action">The action to be executed on the main thread.</param>
  16. public static void ExecuteOnMainThread(Action _action)
  17. {
  18. if (_action == null)
  19. {
  20. Console.WriteLine("No action to execute on main thread!");
  21. return;
  22. }
  23. lock (executeOnMainThread)
  24. {
  25. executeOnMainThread.Add(_action);
  26. actionToExecuteOnMainThread = true;
  27. }
  28. }
  29. /// <summary>Executes all code meant to run on the main thread. NOTE: Call this ONLY from the main thread.</summary>
  30. public static void UpdateMain()
  31. {
  32. if (actionToExecuteOnMainThread)
  33. {
  34. executeCopiedOnMainThread.Clear();
  35. lock (executeOnMainThread)
  36. {
  37. executeCopiedOnMainThread.AddRange(executeOnMainThread);
  38. executeOnMainThread.Clear();
  39. actionToExecuteOnMainThread = false;
  40. }
  41. for (int i = 0; i < executeCopiedOnMainThread.Count; i++)
  42. {
  43. executeCopiedOnMainThread[i]();
  44. }
  45. }
  46. }
  47. }