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osu-lazer/osu.Game/Utils/TaskChain.cs
Dean Herbert 1ec305e10d Update TaskChain to use ContinueWithSequential internally
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.
2021-01-29 16:19:46 +09:00

47 lines
1.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System;
using System.Threading;
using System.Threading.Tasks;
using osu.Game.Extensions;
namespace osu.Game.Utils
{
/// <summary>
/// A chain of <see cref="Task"/>s that run sequentially.
/// </summary>
public class TaskChain
{
private readonly object taskLock = new object();
private Task lastTaskInChain = Task.CompletedTask;
/// <summary>
/// Adds a new task to the end of this <see cref="TaskChain"/>.
/// </summary>
/// <param name="action">The action to be executed.</param>
/// <param name="cancellationToken">The <see cref="CancellationToken"/> for this task. Does not affect further tasks in the chain.</param>
/// <returns>The awaitable <see cref="Task"/>.</returns>
public Task Add(Action action, CancellationToken cancellationToken = default)
{
lock (taskLock)
return lastTaskInChain = lastTaskInChain.ContinueWithSequential(action, cancellationToken);
}
/// <summary>
/// Adds a new task to the end of this <see cref="TaskChain"/>.
/// </summary>
/// <param name="task">The task to be executed.</param>
/// <param name="cancellationToken">The <see cref="CancellationToken"/> for this task. Does not affect further tasks in the chain.</param>
/// <returns>The awaitable <see cref="Task"/>.</returns>
public Task Add(Func<Task> task, CancellationToken cancellationToken = default)
{
lock (taskLock)
return lastTaskInChain = lastTaskInChain.ContinueWithSequential(task, cancellationToken);
}
}
}