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Unity中的C#:在不阻塞主線程的情況下調用Promise Style Async方法

[英]C# in Unity: Calling Promise Style Async method without Blocking the Main Thread

我有一個代碼片段,其行為類似於Unity中的Grpc客戶端。 該代碼樣式是為控制台應用程序設計的,可以在Main方法中調用它,阻止它並始終接收數據。 現在,我想在Unity中使用它,顯然我希望我的應用程序同時在Unity中運行。 另外,我的最終目標是擁有像Udp Client這樣的產品。 您一次調用它,所有時間都會為您接收數據,而不會阻塞主機應用程序的任何部分。

該設計最重要的部分是,如果有任何事件,我將獲得更新,如果沒有新事件,則我將不會接收任何數據。 它發生在ObserveEvents(channel).Wait();中。 問題是Wait(); 一直保持主線程,工作線程在監聽更新。 在播放模式下,Unity不再響應!

我可以繞過它說,我不需要這樣的設計,我可以每隔一秒鍾或每隔幾幀接收一次事件。 這樣,我有了我的Unity應用程序,但是我丟失了很多幀速率,無論我的數據沒有流暢地流入Unity中的主機應用程序。

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Grpc.Core;
using UnityEngine;

namespace Scripts
{
    public class GrpcChannel
    {       
        public void GrpcServer(string ip, int port) 
        {
            var channel = new Channel(ip, port, ChannelCredentials.Insecure);           
            ObserveEvents(channel).Wait();
            channel.ShutdownAsync().Wait();
        }

        private async Task ObserveEvents(Channel channel)
        {
            Debug.Log("Observing events...");

            var eventService = new EventService.EventServiceClient(channel);
            var request = new RegisterOnEvent();

            using (var call = eventService.OnEvent(request))
            {
                var responseStream = call.ResponseStream;

                while (await responseStream.MoveNext())
                {
                    //var receivedEvent = responseStream.Current;

                    // on change of any data, this method will be fired
                    GetJointPosition(channel, "Flower_id_22134");
                }
            }
        }

        private void GetJointPosition(Channel channel, string flowerName)
        {
            var client = new JointPositionService.JointPositionServiceClient(channel);

            var request = new GetJointPositionRequest
            {
                FlowerName = flowerName
            };

            var response = client.GetJointPositionAsync(request);

            SavePositions(response.ResponseAsync.Result.Positions);
        }

        private void SavePositions(IEnumerable<JointPosition> positions)
        {
            var jointPositions = positions.ToList();

            for (var i = 0; i < Instance.Ref.AxesValues.Length; i++)
            {
                var axeValueDegree = jointPositions[i].Value * 180 / Math.PI;
                Instance.Ref.AxesValues[i] = (float)axeValueDegree;
            }
        }
    }
}

我這樣稱呼它:

var grpcChannel = new GrpcChannel();
grpcChannel.GrpcServer("192.168.123.16", 30201);

在Update()方法中。 不幸的是,它在Start()方法中不起作用。 是的,顯然,每個框架都需要創建一個新頻道,否則它將無法正常工作。

當前的實現是這樣的,它每7幀調用一次,而無需使用特殊的等待事件設計:

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Grpc.Core;
using TMPro;
using UnityEngine;

namespace Assets.Scripts
{
    public class AxisValuesService : MonoBehaviour
    {
        public TextMeshProUGUI[] AxesValuesTexts;

        [HideInInspector] public Dictionary<uint, float> AxisValues = new Dictionary<uint, float>();
        [HideInInspector] private int counter = 0;

        private void Update()
        {
            counter++;

            if (counter == 7)
            {
                try
                {
                    var channel = new Channel("192.168.123.16", 30201, ChannelCredentials.Insecure);

                    GetJointPosition(channel, "Flower_id_22134");
                    //ObserveEvents(channel).Wait();

                    channel.ShutdownAsync().Wait();
                }
                catch (RpcException e)
                {
                    Debug.LogError("Connection Error: " + e);
                }

                counter = 0;
            }

        }

        private void GetJointPosition(Channel channel, string robotName)
        {
            // Request Axis Values
            var client = new JointPositionService.JointPositionServiceClient(channel);
            var request = new GetJointPositionRequest { RobotName = robotName };
            var response = client.GetJointPositionAsync(request);

            // Fill Dictionary
            foreach (var i in response.ResponseAsync.Result.Positions)
            {
                double value = toDegree((double)i.Value);
                AxisValues[i.Index] = (float)Math.Round(value, 2);
            }

            try
            {
                AxesValuesTexts[0].text = AxisValues[1].ToString();
                AxesValuesTexts[1].text = AxisValues[2].ToString();
                AxesValuesTexts[2].text = AxisValues[3].ToString();
                AxesValuesTexts[3].text = AxisValues[4].ToString();
                AxesValuesTexts[4].text = AxisValues[5].ToString();
                AxesValuesTexts[5].text = AxisValues[6].ToString();
            }
            catch (Exception e)
            {
                Debug.Log("Dictionary problem.");
            }


        }

        private double toDegree(double rad)
        {
            return (float)(180 / Math.PI) * rad;
        }
    }
}

我的問題是,首先,如果此方法是完全異步的 ,為什么它仍會阻止 Unity中的應用程序 ,還應該如何重新設計它以實現Udp或Tcp樣式

感謝@ Ilian,@ zambari,@ Jan Tattermusch,當然還要感謝我的同事Rainer,他是Grpc Api連接界面的創建者。 我對我的結構進行了某種程度的更改,現在在Sender和Receiver計算機上都非常有效。 下面,我將解釋我所做的更改。

我有兩個類,兩個類都附加到Unity層次結構中的一個gameObject上:GrpcSetup.cs和AxeValuesConnectionInterface.cs。 我對腳本發表了評論,希望對您有所幫助。

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Google.Protobuf.WellKnownTypes;
using Grpc.Core;
using FlowerShop.Grpc.Service.Joint;
using FlowerShop.Grpc.Service.Joint.Event;
using FlowerShop.Grpc.Service.System;
using UnityEngine;

namespace Scripts
{
    public class GrpcSetup : MonoBehaviour
    {
        private int _loopController = 1;
        private Channel _grpcChannel;

        private EventService.EventServiceClient _eventService;
        private RegisterOnEvent _request;
        private IAsyncStreamReader<Any> _responseStream;
        private Any _receivedEvent;
        private JointPositionChangedEvent _positionChangedEvent;

        // this method will be called only one time in start method in another class
        // .. I am initializing a channel for Grpc and some required properties for my ObserveEvents method
        public void GrpcChannelInitialization()
        {
            _grpcChannel = new Channel("192.168.100.16", 50001, ChannelCredentials.Insecure);

            _eventService = new EventService.EventServiceClient(_grpcChannel);
            _request = new RegisterOnEvent();
        }

        // this method will be called in Update in another class
        public async void GrpcUpdateMethod()
        {
            try
            {
                // to get the initial axesVales only one time
                if (_loopController == 1)
                {
                    await GetJointPositionOnDemand(_grpcChannel, "Flower_li35443");
                    _loopController = 0;
                }

                // receiving Events only when they are available
                await ObserveEvents();
            }
            catch (RpcException e)
            {
                Debug.LogError("Connection Error: " + e);
            }
        }

        // this method will be called every frame, the good thing about it is that, I will only receive events, 
        // .. when there are some available.
        private async Task ObserveEvents()
        {
            using (var call = _eventService.OnEvent(_request))
            {
                _responseStream = call.ResponseStream;

                if (await _responseStream.MoveNext())
                {
                    Debug.Log("New Event is available.");

                    _receivedEvent = call.ResponseStream.Current;

                    if (_receivedEvent.TypeUrl.EndsWith(JointPositionChangedEvent.Descriptor.FullName))
                    {
                        _positionChangedEvent = _receivedEvent.Unpack<JointPositionChangedEvent>();

                        _positionChangedEvent.Positions.ToList().ForEach(i =>
                            Instance.Ref.AxesValues[i.Index - 1] = (float) Math.Round(i.Value * Mathf.Rad2Deg, 2));
                    }
                }
            }
        }

        // if I want to get Joint values whenever I like, regardless of ObserveEvents method architecture
        // .. at this moment, I am calling it, one time in Update method
        private async Task GetJointPositionOnDemand(Channel channel, string flowerName)
        {
            var client = new JointPositionService.JointPositionServiceClient(channel);
            var requestLocal = new GetJointPositionRequest {FlowerName= flowerName};
            var response = await client.GetJointPositionAsync(requestLocal);

            foreach (var i in response.Positions)
            {
                var value = i.Value * Mathf.Rad2Deg;
                Instance.Ref.AxesValues[i.Index - 1] = (float) Math.Round(value, 2);
            }
        }

        // this will be called in Unity reserved method: OnApplicationQuit
        // .. so we are trying to get rid of our opened channel
        public async Task ChannelShutDown()
        {
            await _grpcChannel.ShutdownAsync();
        }
    }
}

我的AxeValuesConnectionInterface.cs如下所示:

using System.Threading.Tasks;
using UnityEngine;

namespace Scripts
{
    [RequireComponent(typeof(GrpcSetup))]
    public class AxeValuesConnectionInterface : MonoBehaviour
    {
        private GrpcSetup _grpcSetup;
        private float _timeElapsed;
        private int _loopController = 2;
        private int _loopController1 = 1;
        private int _loopController2 = 1;
        private int _counterLoop;

        private void Start()
        {
            _grpcSetup = GetComponent<GrpcSetup>();
        }

        private void Update()
        {    
            GrpcInitialization();
            GrpcUpdateMethods();
        }

        private void OnApplicationQuit()
        {
            Task.Run(_grpcSetup.ChannelShutDown);
        }

        private void GrpcInitialization()
        {
            if (_loopController2 != 1) return;

            if (Instance.Ref.ConnectionInterface != Instance.Ci.Grpc) return;

            _grpcSetup.GrpcChannelInitialization();
            _loopController2 = 0;
        }

        private void GrpcUpdateMethods()
        {
            if (Instance.Ref.ConnectionInterface != Instance.Ci.Grpc || !Instance.Ref.FlowerIsPresent) return;

            Task.Run(() => _grpcSetup.GrpcUpdateMethod());
        }
    }
}

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