Singularity/Library/PackageCache/com.unity.ide.visualstudio@.../Editor/AsyncOperation.cs

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2024-05-06 14:45:45 -04:00
/*---------------------------------------------------------------------------------------------
* Copyright (c) Unity Technologies.
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Threading;
namespace Microsoft.Unity.VisualStudio.Editor
{
internal class AsyncOperation<T>
{
private readonly Func<T> _producer;
private readonly Func<Exception, T> _exceptionHandler;
private readonly Action _finalHandler;
private readonly ManualResetEventSlim _resetEvent;
private T _result;
private Exception _exception;
private AsyncOperation(Func<T> producer, Func<Exception, T> exceptionHandler, Action finalHandler)
{
_producer = producer;
_exceptionHandler = exceptionHandler;
_finalHandler = finalHandler;
_resetEvent = new ManualResetEventSlim(initialState: false);
}
public static AsyncOperation<T> Run(Func<T> producer, Func<Exception, T> exceptionHandler = null, Action finalHandler = null)
{
var task = new AsyncOperation<T>(producer, exceptionHandler, finalHandler);
task.Run();
return task;
}
private void Run()
{
ThreadPool.QueueUserWorkItem(_ =>
{
try
{
_result = _producer();
}
catch (Exception e)
{
_exception = e;
if (_exceptionHandler != null)
{
_result = _exceptionHandler(e);
}
}
finally
{
_finalHandler?.Invoke();
_resetEvent.Set();
}
});
}
private void CheckCompletion()
{
if (!_resetEvent.IsSet)
_resetEvent.Wait();
}
public T Result
{
get
{
CheckCompletion();
return _result;
}
}
public Exception Exception
{
get
{
CheckCompletion();
return _exception;
}
}
}
}