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#if DEBUG && !UNITY_WP_8_1 && !UNITY_WSA
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#if WINRT && !UNITY_EDITOR
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#define USE_WINRT
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#endif
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using System;
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using System.Threading;
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#if USE_WINRT
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using Windows.Foundation;
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using Windows.System.Threading;
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using Windows.System.Threading.Core;
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#endif
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namespace FlyingWormConsole3.LiteNetLib
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{
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public sealed class NetThread
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{
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#if USE_WINRT
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private readonly ManualResetEvent _updateWaiter = new ManualResetEvent(false);
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private readonly ManualResetEvent _joinWaiter = new ManualResetEvent(false);
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#else
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private Thread _thread;
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#endif
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private readonly Action _callback;
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public int SleepTime;
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private bool _running;
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private readonly string _name;
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public bool IsRunning
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{
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get { return _running; }
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}
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public NetThread(string name, int sleepTime, Action callback)
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{
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_callback = callback;
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SleepTime = sleepTime;
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_name = name;
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}
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public void Start()
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{
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if (_running)
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return;
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_running = true;
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#if USE_WINRT
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var thread = new PreallocatedWorkItem(ThreadLogic, WorkItemPriority.Normal, WorkItemOptions.TimeSliced);
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thread.RunAsync().AsTask();
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#else
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_thread = new Thread(ThreadLogic)
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{
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Name = _name,
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IsBackground = true
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};
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_thread.Start();
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#endif
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}
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public void Stop()
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{
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if (!_running)
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return;
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_running = false;
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#if USE_WINRT
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_joinWaiter.WaitOne();
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#else
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_thread.Join();
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#endif
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}
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#if USE_WINRT
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private void ThreadLogic(IAsyncAction action)
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{
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while (_running)
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{
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_callback();
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_updateWaiter.WaitOne(SleepTime);
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}
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_joinWaiter.Set();
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}
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#else
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private void ThreadLogic()
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{
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while (_running)
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{
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_callback();
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Thread.Sleep(SleepTime);
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}
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}
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#endif
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}
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}
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#endif
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