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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
Adam Cigánek 7 년 전
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f25240cfe6
1개의 변경된 파일1개의 추가작업 그리고 1개의 파일을 삭제
  1. 1 1
      modules/mono/glue/cs_files/GodotTaskScheduler.cs

+ 1 - 1
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();
 		}