Created
April 19, 2013 17:53
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Parallel http requests in Unity
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private IEnumerator ProcessRequests() | |
{ | |
if(isProcessing || taskQueue.Count == 0){ | |
yield break; | |
} | |
isProcessing = true; | |
//get a temp variable, otherwise we could be stuck in an infinite-loop (offline scenario) | |
int itemsToProcess = taskQueue.Count; | |
while(itemsToProcess > 0){ | |
ApiRequest request = taskQueue.Peek(); | |
if((!request.FutureProcessDate.HasValue) || (request.FutureProcessDate.Value < DateTime.UtcNow)) | |
{ | |
//not need to wait here, so don't yeild return | |
StartCoroutine( DoRequest(taskQueue.Dequeue()) ); | |
} | |
itemsToProcess --; | |
} | |
isProcessing = false; | |
} | |
private IEnumerator DoRequest(ApiRequest request) | |
{ | |
request.Attempts ++; | |
Logger.Log(LogType.Log, "Starting Request (Attempt {1}) {0}", request.Url, request.Attempts); | |
WWW httpRequest = new WWW(request.Url); | |
//yield control back to the caller so that we're not waiting for the download to complete, | |
//will resume the call when the web call completes | |
yield return httpRequest; | |
if(httpRequest.isDone && string.IsNullOrEmpty(httpRequest.error)) | |
{ | |
if(request.RequestCompleteHandler != null){ | |
request.RequestCompleteHandler(request.Url, httpRequest); | |
} | |
LocalCache.instance.UpdateLastEventEpochTime(DateTime.UtcNow); | |
Logger.Log(LogType.Log, "Request succeeded"); | |
} else { | |
Logger.Log(LogType.Warning, "Request failed with Error: {0}", httpRequest.error); | |
if(request.ShouldPersist && request.Attempts < maxRetryCount){ | |
double retryMinutes = Math.Pow((double)futureTaskIncrementMinutes, (double)request.Attempts); | |
request.FutureProcessDate = DateTime.UtcNow.AddMinutes(retryMinutes); | |
Logger.Log(LogType.Log, "Request failed, but retrying in {0} minutes.", retryMinutes); | |
taskQueue.Enqueue(request); | |
} else { | |
Logger.Log(LogType.Log, "Request failed, not retrying."); | |
} | |
} | |
} |
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