RunOnThreadPool: cancelling at the wrong time prevents returning to the main thread #669
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Hi! My game's test suite was hitting a ton of random failures to return to the main thread (which in turn caused Unity exceptions), and I think I traced it down to UniTask itself.
UniTask.RunOnThreadPool
(all versions) currently looks like this:if the timing aligns just right, the second
cancellationToken.ThrowIfCancellationRequested();
will throw an exception on the threadpool and preventUniTask.Yield()
from ever running.If the caller handles cancellations or has its own
finally
's, everything after this will run on the wrong thread.I made a pretty simple change that moves the cancellation check inside the try itself.
Some versions of
RunOnThreadPool
had acancellationToken.ThrowIfCancellationRequested();
inside thefinally
before theYield
which would cause the same problem, so I removed those as well.Thanks for the great library btw!