(61d00a474) v0.9.7.1
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#if UNITY
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using System;
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using System.Collections;
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using UnityEngine;
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namespace Foundation.Tasks
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{
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public static class TaskExtensions
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{
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/// <summary>
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/// will throw if faulted
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/// </summary>
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/// <returns></returns>
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public static T ThrowIfFaulted<T>(this T self) where T : AsyncTask
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{
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if (self.IsFaulted)
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throw self.Exception;
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return self;
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}
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/// <summary>
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/// Waits for the task to complete
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/// </summary>
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public static T ContinueWith<T>(this T self, Action<T> continuation) where T : AsyncTask
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{
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if (self.IsCompleted)
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{
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continuation(self);
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}
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else
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{
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self.AddContinue(continuation);
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}
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return self;
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}
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/// <summary>
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/// Adds a timeout to the task. Will raise an exception if still running
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="self"></param>
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/// <param name="seconds"></param>
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/// <param name="onTimeout"></param>
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/// <returns></returns>
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public static T AddTimeout<T>(this T self, int seconds, Action<AsyncTask> onTimeout = null) where T : AsyncTask
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{
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TaskManager.StartRoutine(TimeOutAsync(self, seconds, onTimeout));
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return self;
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}
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static IEnumerator TimeOutAsync(AsyncTask task, int seconds, Action<AsyncTask> onTimeout = null)
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{
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yield return new WaitForSeconds(seconds);
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if (task.IsRunning)
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{
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if (onTimeout != null)
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{
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onTimeout(task);
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}
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task.Complete(new Exception("Timeout"));
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}
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}
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}
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}
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#endif
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