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author | Adam Cigánek <adam.ciganek@gmail.com> | 2018-05-14 12:22:20 +0200 |
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committer | Adam Cigánek <adam.ciganek@gmail.com> | 2018-05-15 15:09:40 +0200 |
commit | f25240cfe6a4b7f030b2dfd5db1365b4de44301d (patch) | |
tree | ba44cad8086685db559fae989e23ca0caec0e796 /modules | |
parent | 81b1d3c846de263cf843e9e0e9d7c0c0a94f65c8 (diff) |
Set current SynchronizationContext before the game loop starts
This fixes the problem that `SynchronizationContext.Current` would be null
during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus
the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes.
With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected.
Fixes #18849
Diffstat (limited to 'modules')
-rw-r--r-- | modules/mono/glue/cs_files/GodotTaskScheduler.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/glue/cs_files/GodotTaskScheduler.cs b/modules/mono/glue/cs_files/GodotTaskScheduler.cs index 6bf25a89d2..3d23ec10f1 100644 --- a/modules/mono/glue/cs_files/GodotTaskScheduler.cs +++ b/modules/mono/glue/cs_files/GodotTaskScheduler.cs @@ -14,6 +14,7 @@ namespace Godot public GodotTaskScheduler() { Context = new GodotSynchronizationContext(); + SynchronizationContext.SetSynchronizationContext(Context); } protected sealed override void QueueTask(Task task) @@ -57,7 +58,6 @@ namespace Godot public void Activate() { - SynchronizationContext.SetSynchronizationContext(Context); ExecuteQueuedTasks(); Context.ExecutePendingContinuations(); } |