189 lines
6.0 KiB
C#
189 lines
6.0 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace UniRx.Operators
|
|
{
|
|
internal class RepeatUntilObservable<T> : OperatorObservableBase<T>
|
|
{
|
|
private readonly GameObject lifeTimeChecker;
|
|
private readonly IEnumerable<IObservable<T>> sources;
|
|
private readonly IObservable<Unit> trigger;
|
|
|
|
public RepeatUntilObservable(IEnumerable<IObservable<T>> sources, IObservable<Unit> trigger,
|
|
GameObject lifeTimeChecker)
|
|
: base(true)
|
|
{
|
|
this.sources = sources;
|
|
this.trigger = trigger;
|
|
this.lifeTimeChecker = lifeTimeChecker;
|
|
}
|
|
|
|
protected override IDisposable SubscribeCore(IObserver<T> observer, IDisposable cancel)
|
|
{
|
|
return new RepeatUntil(this, observer, cancel).Run();
|
|
}
|
|
|
|
private class RepeatUntil : OperatorObserverBase<T, T>
|
|
{
|
|
private readonly object gate = new();
|
|
private readonly RepeatUntilObservable<T> parent;
|
|
|
|
private IEnumerator<IObservable<T>> e;
|
|
private bool isDisposed;
|
|
private bool isFirstSubscribe;
|
|
private bool isStopped;
|
|
private Action nextSelf;
|
|
private SingleAssignmentDisposable schedule;
|
|
private IDisposable stopper;
|
|
private SerialDisposable subscription;
|
|
|
|
public RepeatUntil(RepeatUntilObservable<T> parent, IObserver<T> observer, IDisposable cancel) : base(
|
|
observer, cancel)
|
|
{
|
|
this.parent = parent;
|
|
}
|
|
|
|
public IDisposable Run()
|
|
{
|
|
isFirstSubscribe = true;
|
|
isDisposed = false;
|
|
isStopped = false;
|
|
e = parent.sources.GetEnumerator();
|
|
subscription = new SerialDisposable();
|
|
schedule = new SingleAssignmentDisposable();
|
|
|
|
stopper = parent.trigger.Subscribe(_ =>
|
|
{
|
|
lock (gate)
|
|
{
|
|
isStopped = true;
|
|
e.Dispose();
|
|
subscription.Dispose();
|
|
schedule.Dispose();
|
|
observer.OnCompleted();
|
|
}
|
|
}, observer.OnError);
|
|
|
|
schedule.Disposable = Scheduler.CurrentThread.Schedule(RecursiveRun);
|
|
|
|
return new CompositeDisposable(schedule, subscription, stopper, Disposable.Create(() =>
|
|
{
|
|
lock (gate)
|
|
{
|
|
isDisposed = true;
|
|
e.Dispose();
|
|
}
|
|
}));
|
|
}
|
|
|
|
private void RecursiveRun(Action self)
|
|
{
|
|
lock (gate)
|
|
{
|
|
nextSelf = self;
|
|
if (isDisposed) return;
|
|
if (isStopped) return;
|
|
|
|
var current = default(IObservable<T>);
|
|
var hasNext = false;
|
|
var ex = default(Exception);
|
|
|
|
try
|
|
{
|
|
hasNext = e.MoveNext();
|
|
if (hasNext)
|
|
{
|
|
current = e.Current;
|
|
if (current == null) throw new InvalidOperationException("sequence is null.");
|
|
}
|
|
else
|
|
{
|
|
e.Dispose();
|
|
}
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
ex = exception;
|
|
e.Dispose();
|
|
}
|
|
|
|
if (ex != null)
|
|
{
|
|
stopper.Dispose();
|
|
observer.OnError(ex);
|
|
return;
|
|
}
|
|
|
|
if (!hasNext)
|
|
{
|
|
stopper.Dispose();
|
|
observer.OnCompleted();
|
|
return;
|
|
}
|
|
|
|
var source = e.Current;
|
|
var d = new SingleAssignmentDisposable();
|
|
subscription.Disposable = d;
|
|
|
|
if (isFirstSubscribe)
|
|
{
|
|
isFirstSubscribe = false;
|
|
d.Disposable = source.Subscribe(this);
|
|
}
|
|
else
|
|
{
|
|
MainThreadDispatcher.SendStartCoroutine(SubscribeAfterEndOfFrame(d, source, this,
|
|
parent.lifeTimeChecker));
|
|
}
|
|
}
|
|
}
|
|
|
|
private static IEnumerator SubscribeAfterEndOfFrame(SingleAssignmentDisposable d, IObservable<T> source,
|
|
IObserver<T> observer, GameObject lifeTimeChecker)
|
|
{
|
|
yield return YieldInstructionCache.WaitForEndOfFrame;
|
|
if (!d.IsDisposed && lifeTimeChecker != null) d.Disposable = source.Subscribe(observer);
|
|
}
|
|
|
|
public override void OnNext(T value)
|
|
{
|
|
observer.OnNext(value);
|
|
}
|
|
|
|
public override void OnError(Exception error)
|
|
{
|
|
try
|
|
{
|
|
observer.OnError(error);
|
|
}
|
|
finally
|
|
{
|
|
Dispose();
|
|
}
|
|
}
|
|
|
|
public override void OnCompleted()
|
|
{
|
|
if (!isDisposed)
|
|
{
|
|
nextSelf();
|
|
}
|
|
else
|
|
{
|
|
e.Dispose();
|
|
if (!isDisposed)
|
|
try
|
|
{
|
|
observer.OnCompleted();
|
|
}
|
|
finally
|
|
{
|
|
Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |