VR4Medical/ICI/Library/PackageCache/com.unity.xr.openxr@3903c1059bcf/Tests/Runtime/WaitForLoaderRestart.cs
2025-07-29 13:45:50 +03:00

77 lines
2.5 KiB
C#

using System;
using NUnit.Framework;
namespace UnityEngine.XR.OpenXR.Tests
{
/// <summary>
/// Custom yield instruction that waits for the OpenXRRestarter to restart the loader.
/// Note that this will wait until a loader restart has been performed even if a restart
/// is not in progress when created.
/// </summary>
internal sealed class WaitForLoaderRestart : CustomYieldInstruction
{
private float m_Timeout = 0;
private Action m_OldAfterRestart;
private Action m_OldAfterCoroutine;
private Action m_OldAfterSuccessfulRestart;
private bool m_Done;
public WaitForLoaderRestart(float timeout = 5.0f, bool mustBeSuccessfulRestart = false)
{
m_Timeout = Time.realtimeSinceStartup + timeout;
var restarter = OpenXRRestarter.Instance;
m_OldAfterRestart = restarter.onAfterRestart;
m_OldAfterCoroutine = restarter.onAfterCoroutine;
m_OldAfterSuccessfulRestart = restarter.onAfterSuccessfulRestart;
if (mustBeSuccessfulRestart)
{
// Wait for a successful restart, then wait for that particular coroutine to finish.
restarter.onAfterSuccessfulRestart = () =>
{
restarter.onAfterCoroutine = () => m_Done = true;
};
}
else
{
restarter.onAfterRestart = () =>
{
restarter.onAfterCoroutine = () => m_Done = true;
};
}
}
private void RestoreCallbacks()
{
var restarter = OpenXRRestarter.Instance;
restarter.onAfterRestart = m_OldAfterRestart;
restarter.onAfterCoroutine = m_OldAfterCoroutine;
restarter.onAfterSuccessfulRestart = m_OldAfterSuccessfulRestart;
}
public override bool keepWaiting
{
get
{
// Wait until the coroutine is done
if (m_Done)
{
RestoreCallbacks();
return false;
}
// Did we time out waiting?
if (Time.realtimeSinceStartup > m_Timeout)
{
Assert.Fail("WaitForLoaderRestart: Timeout");
RestoreCallbacks();
return false;
}
return true;
}
}
}
}