using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; namespace Godot { public class GodotTaskScheduler : TaskScheduler { private GodotSynchronizationContext Context { get; set; } private readonly LinkedList _tasks = new LinkedList(); public GodotTaskScheduler() { Context = new GodotSynchronizationContext(); } protected sealed override void QueueTask(Task task) { lock (_tasks) { _tasks.AddLast(task); } } protected sealed override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) { if (SynchronizationContext.Current != Context) { return false; } if (taskWasPreviouslyQueued) { TryDequeue(task); } return TryExecuteTask(task); } protected sealed override bool TryDequeue(Task task) { lock (_tasks) { return _tasks.Remove(task); } } protected sealed override IEnumerable GetScheduledTasks() { lock (_tasks) { return _tasks.ToArray(); } } public void Activate() { SynchronizationContext.SetSynchronizationContext(Context); ExecuteQueuedTasks(); Context.ExecutePendingContinuations(); } private void ExecuteQueuedTasks() { while (true) { Task task; lock (_tasks) { if (_tasks.Any()) { task = _tasks.First.Value; _tasks.RemoveFirst(); } else { break; } } if (task != null) { if (!TryExecuteTask(task)) { throw new InvalidOperationException(); } } } } } }