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https://github.com/ppy/osu
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1ec305e10d
It turns out we may still want to use TaskChain for its locking behaviour, so I've made it internally use the refactored version I implemented, while keeping the general structure.
47 lines
1.8 KiB
C#
47 lines
1.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Game.Extensions;
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namespace osu.Game.Utils
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{
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/// <summary>
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/// A chain of <see cref="Task"/>s that run sequentially.
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/// </summary>
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public class TaskChain
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{
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private readonly object taskLock = new object();
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private Task lastTaskInChain = Task.CompletedTask;
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/// <summary>
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/// Adds a new task to the end of this <see cref="TaskChain"/>.
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/// </summary>
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/// <param name="action">The action to be executed.</param>
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/// <param name="cancellationToken">The <see cref="CancellationToken"/> for this task. Does not affect further tasks in the chain.</param>
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/// <returns>The awaitable <see cref="Task"/>.</returns>
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public Task Add(Action action, CancellationToken cancellationToken = default)
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{
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lock (taskLock)
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return lastTaskInChain = lastTaskInChain.ContinueWithSequential(action, cancellationToken);
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}
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/// <summary>
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/// Adds a new task to the end of this <see cref="TaskChain"/>.
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/// </summary>
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/// <param name="task">The task to be executed.</param>
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/// <param name="cancellationToken">The <see cref="CancellationToken"/> for this task. Does not affect further tasks in the chain.</param>
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/// <returns>The awaitable <see cref="Task"/>.</returns>
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public Task Add(Func<Task> task, CancellationToken cancellationToken = default)
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{
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lock (taskLock)
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return lastTaskInChain = lastTaskInChain.ContinueWithSequential(task, cancellationToken);
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}
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}
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}
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