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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
*.meta
18 changes: 12 additions & 6 deletions UnityMainThreadDispatcher.cs
Original file line number Diff line number Diff line change
Expand Up @@ -29,12 +29,18 @@ public class UnityMainThreadDispatcher : MonoBehaviour {
private static readonly Queue<Action> _executionQueue = new Queue<Action>();

public void Update() {
lock(_executionQueue) {
while (_executionQueue.Count > 0) {
_executionQueue.Dequeue().Invoke();
}
}
}
// Make local copy to avoid holding the lock while the actions execute.
Queue<Action> queueCopy;
lock (_executionQueue)
{
queueCopy = new Queue<Action>(_executionQueue);
_executionQueue.Clear();
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What is the reason for clearing the queue here? Because it's being moved over to an entirely new queue? I get the idea but it seems a lot can go wrong here.

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Can you say more about what could go wrong?

The copy-and-clear step is effectively the same as the previous while-not-empty-dequeue; we're just moving the Invoke step outside of the lock. The invariant from the original implementation should still be the same - that each action in _executionQueue when Update is called gets executed on the main thread and that those actions are no longer in the queue.

This just means background threads only wait for a queue to copy instead of arbitrarily expensive actions to execute. (Admittedly, if the actions are that expensive, they likely shouldn't be executing on the main thread, but that's a different issue).

}
while (queueCopy.Count > 0)
{
queueCopy.Dequeue().Invoke();
}
}

/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
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