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- using UnityEngine;
- #if NETFX_CORE || BUILD_FOR_WP8
- using System.Threading.Tasks;
- #endif
- namespace BestHTTP
- {
- /// <summary>
- /// Will route some U3D calls to the HTTPManager.
- /// </summary>
- [ExecuteInEditMode]
- public sealed class HTTPUpdateDelegator : MonoBehaviour
- {
- #region Public Properties
- /// <summary>
- /// The singleton instance of the HTTPUpdateDelegator
- /// </summary>
- public static HTTPUpdateDelegator Instance { get; private set; }
- /// <summary>
- /// True, if the Instance property should hold a valid value.
- /// </summary>
- public static bool IsCreated { get; private set; }
- /// <summary>
- /// SaveLocal it true before any CheckInstance() call, or before any request sent to dispatch callbacks on another thread.
- /// </summary>
- public static bool IsThreaded { get; set; }
- /// <summary>
- /// It's true if the dispatch thread running.
- /// </summary>
- public static bool IsThreadRunning { get; private set; }
- /// <summary>
- /// How much time the plugin should wait between two update call. Its default value 100 ms.
- /// </summary>
- public static int ThreadFrequencyInMS { get; set; }
- /// <summary>
- /// Called in the OnApplicationQuit function. If this function returns False, the plugin will not start to
- /// shut down itself.
- /// </summary>
- public static System.Func<bool> OnBeforeApplicationQuit;
- public static System.Action<bool> OnApplicationForegroundStateChanged;
- #endregion
- private static bool IsSetupCalled;
- static HTTPUpdateDelegator()
- {
- ThreadFrequencyInMS = 100;
- }
- /// <summary>
- /// Will create the HTTPUpdateDelegator instance and set it up.
- /// </summary>
- public static void CheckInstance()
- {
- try
- {
- if (!IsCreated)
- {
- GameObject go = GameObject.Find("HTTP Update Delegator");
- if (go != null)
- Instance = go.GetComponent<HTTPUpdateDelegator>();
- if (Instance == null)
- {
- go = new GameObject("HTTP Update Delegator");
- go.hideFlags = HideFlags.DontSave;
-
- Instance = go.AddComponent<HTTPUpdateDelegator>();
- }
- 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
- }
- }
- }
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