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public class UnityWebRequestAwaiter : INotifyCompletion | |
{ | |
private UnityWebRequestAsyncOperation asyncOp; | |
private Action continuation; | |
public UnityWebRequestAwaiter(UnityWebRequestAsyncOperation asyncOp) | |
{ | |
this.asyncOp = asyncOp; | |
asyncOp.completed += OnRequestCompleted; | |
} | |
public bool IsCompleted { get { return asyncOp.isDone; } } | |
public void GetResult() { } | |
public void OnCompleted(Action continuation) | |
{ | |
this.continuation = continuation; | |
} | |
private void OnRequestCompleted(AsyncOperation obj) | |
{ | |
continuation(); | |
} | |
} | |
public static class ExtensionMethods | |
{ | |
public static UnityWebRequestAwaiter GetAwaiter(this UnityWebRequestAsyncOperation asyncOp) | |
{ | |
return new UnityWebRequestAwaiter(asyncOp); | |
} | |
} | |
/* | |
// Usage example: | |
UnityWebRequest www = new UnityWebRequest(); | |
// ... | |
await www.SendWebRequest(); | |
Debug.Log(req.downloadHandler.text); | |
*/ |
Hi guys,
Do you know how to track progress of downloading with IProgress interface?
Here's an improved version.
- Simpler code.
- Handles the case where the operation has already succeeded and the handler is called synchronously.
- Supports anything that's a Unity
AsyncOperation
, not justUnityWebRequest
Hi, I'm trying to make a call from Unity with UnityWebRequest to server php.
In Jetbrains Raider with async and await and when I click the play button and send the request Unity gets stuck, with no response flag in task administration window in windows 10. I don't know if I doing something wrong or what?
Yep the above code just makes Unity hang. It's too late for me to look at why but shouldn't the GetResult method be implemented?
Hi, I'm trying to make a call from Unity with UnityWebRequest to server php.
In Jetbrains Raider with async and await and when I click the play button and send the request Unity gets stuck, with no response flag in task administration window in windows 10. I don't know if I doing something wrong or what?
Hi, Did you find the solution to this, I am getting the same issue. Please let me know.
public struct UnityWebRequestAwaiter : INotifyCompletion
{
private UnityWebRequestAsyncOperation asyncOp;
private Action continuation;
public UnityWebRequestAwaiter(UnityWebRequestAsyncOperation asyncOp)
{
this.asyncOp = asyncOp;
}
public bool IsCompleted { get { return asyncOp.isDone; } }
public void GetResult() { }
public void OnCompleted(Action continuation)
{
this.continuation = continuation;
asyncOp.completed += continuation;
}
private void OnRequestCompleted(AsyncOperation obj)
{
continuation();
}
}
public static class ExtensionMethods
{
public static UnityWebRequestAwaiter GetAwaiter(this UnityWebRequestAsyncOperation asyncOp)
{
return new UnityWebRequestAwaiter(asyncOp);
}
}
To reduce allocations i suggest to make WebRequestAwaiter as struct and asyncOp.completed += continuation subscribtion only in OnCompleted call. If IsCompleted = true, when asyc state machine will not call OnCompleted but just get the result.
Order of operators in OnCompleted is important, because struct subscribtion make copy of struct in delegate field.
To reduce allocations i suggest to make WebRequestAwaiter as struct and asyncOp.completed += continuation subscribtion only in OnCompleted call. If IsCompleted = true, when asyc state machine will not call OnCompleted but just get the result.
Order of operators in OnCompleted is important, because struct subscribtion make copy of struct in delegate field.
A couple errors there
- struct can't compile if
continuation
isn't assigned, asyncOp.completed
can't be set tocontinuation
, parameter mismatch. It should be set toOnRequestCompleted
(unless changingAction continuation
toAction<AsyncOperation> continuation
, but that wicked limits the callbacks you'd be able to apply,- if
continuation
is null, it's possible it could be called while null, soOnRequestComplete
should accommodate a nullcheck
Updated code (including library imports):
using System;
using UnityEngine.Networking;
using System.Runtime.CompilerServices;
using UnityEngine;
/// <summary>
/// Async awaitable UnityWebRequest <br/><br/>
/// Usage example: <br/><br/>
/// UnityWebRequest www = new UnityWebRequest(); <br/>
/// // do unitywebrequest setup here here... <br/>
/// await www.SendWebRequest(); <br/>
/// Debug.Log(req.downloadHandler.text); <br/>
/// </summary>
public struct UnityWebRequestAwaiter : INotifyCompletion
{
private UnityWebRequestAsyncOperation asyncOp;
private Action continuation;
public UnityWebRequestAwaiter(UnityWebRequestAsyncOperation asyncOp)
{
this.asyncOp = asyncOp;
continuation = null;
}
public bool IsCompleted { get { return asyncOp.isDone; } }
public void GetResult() { }
public void OnCompleted(Action continuation)
{
this.continuation = continuation;
asyncOp.completed += OnRequestCompleted;
}
private void OnRequestCompleted(AsyncOperation obj)
{
continuation?.Invoke();
}
}
public static class ExtensionMethods
{
public static UnityWebRequestAwaiter GetAwaiter(this UnityWebRequestAsyncOperation asyncOp)
{
return new UnityWebRequestAwaiter(asyncOp);
}
}
if continuation is null, it's possible it could be called while null, so OnRequestComplete should accommodate a nullcheck.
It is no possible, because subscription made after set of parameter in OnCompleted.
this.continuation = continuation;
asyncOp.completed += OnRequestCompleted;
After performance and allocation`s tests we made this minimalistic version:
[ DebuggerNonUserCode ]
public readonly struct AsyncOperationAwaiter : INotifyCompletion
{
private readonly AsyncOperation _asyncOperation;
public bool IsCompleted => _asyncOperation.isDone;
public AsyncOperationAwaiter( AsyncOperation asyncOperation ) => _asyncOperation = asyncOperation;
public void OnCompleted( Action continuation ) => _asyncOperation.completed += _ => continuation();
public void GetResult() { }
}
[ DebuggerNonUserCode ]
public readonly struct UnityWebRequestAwaiter : INotifyCompletion
{
private readonly UnityWebRequestAsyncOperation _asyncOperation;
public bool IsCompleted => _asyncOperation.isDone;
public UnityWebRequestAwaiter( UnityWebRequestAsyncOperation asyncOperation ) => _asyncOperation = asyncOperation;
public void OnCompleted( Action continuation ) => _asyncOperation.completed += _ => continuation();
public UnityWebRequest GetResult() => _asyncOperation.webRequest;
}
This code and other for async operations in unity could be found in https://github.com/CrazyPandaLimited/SimplePromises
This is likely true based on documentation claiming the "completed" event:
If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously.