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