From c709ad1811d521ebfaa18e8693352de07401a6d7 Mon Sep 17 00:00:00 2001 From: srkizer Date: Sun, 17 Mar 2024 04:44:10 +0900 Subject: [PATCH 1/2] Make NotificationManager IInternalDisposableService (#1723) Pull request merge order shenanigans. --- .../ImGuiNotification/Internal/NotificationManager.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Dalamud/Interface/ImGuiNotification/Internal/NotificationManager.cs b/Dalamud/Interface/ImGuiNotification/Internal/NotificationManager.cs index 272407615..42aad2c45 100644 --- a/Dalamud/Interface/ImGuiNotification/Internal/NotificationManager.cs +++ b/Dalamud/Interface/ImGuiNotification/Internal/NotificationManager.cs @@ -19,7 +19,7 @@ namespace Dalamud.Interface.ImGuiNotification.Internal; /// Class handling notifications/toasts in ImGui. [InterfaceVersion("1.0")] [ServiceManager.EarlyLoadedService] -internal class NotificationManager : INotificationManager, IServiceType, IDisposable +internal class NotificationManager : INotificationManager, IInternalDisposableService { [ServiceManager.ServiceDependency] private readonly GameGui gameGui = Service.Get(); @@ -51,7 +51,7 @@ internal class NotificationManager : INotificationManager, IServiceType, IDispos private IFontAtlas PrivateAtlas { get; } /// - public void Dispose() + public void DisposeService() { this.PrivateAtlas.Dispose(); foreach (var n in this.pendingNotifications) @@ -129,7 +129,7 @@ internal class NotificationManager : INotificationManager, IServiceType, IDispos #pragma warning disable SA1015 [ResolveVia] #pragma warning restore SA1015 -internal class NotificationManagerPluginScoped : INotificationManager, IServiceType, IDisposable +internal class NotificationManagerPluginScoped : INotificationManager, IInternalDisposableService { private readonly LocalPlugin localPlugin; private readonly ConcurrentDictionary notifications = new(); @@ -151,7 +151,7 @@ internal class NotificationManagerPluginScoped : INotificationManager, IServiceT } /// - public void Dispose() + public void DisposeService() { while (!this.notifications.IsEmpty) { From 5d473919a1da5e9f50bf1ccc4e5ee60f11afc929 Mon Sep 17 00:00:00 2001 From: srkizer Date: Tue, 19 Mar 2024 12:10:47 +0900 Subject: [PATCH 2/2] Hide scheduler from RunOnFrameworkThread (#1725) * Hide scheduler from RunOnFrameworkThread Creating new tasks via Task.Run and alike would fetch the current scheduler, which we do not want in case of running stuff from the framework thread. Change is to prevent the standard library from seeing the "current scheduler". If one wants to use `await` with an async function to be run in the framework thread, one can use `RunOnFrameworkThreadAwaitable` instead now. * TaskSchedulerWidget: test better stuff * TaskSchedulerWidget: add freeze tests * More comments * Make TaskFactory a getter method instead of property to avoid bad suggestions * Why are there stuff still not pushed --- Dalamud/Game/Framework.cs | 78 ++++++-- .../Data/Widgets/TaskSchedulerWidget.cs | 84 ++++++++- Dalamud/Plugin/Services/IFramework.cs | 170 +++++++++++++++++- 3 files changed, 310 insertions(+), 22 deletions(-) diff --git a/Dalamud/Game/Framework.cs b/Dalamud/Game/Framework.cs index 252a02031..e03ea882e 100644 --- a/Dalamud/Game/Framework.cs +++ b/Dalamud/Game/Framework.cs @@ -103,9 +103,6 @@ internal sealed class Framework : IInternalDisposableService, IFramework /// public DateTime LastUpdateUTC { get; private set; } = DateTime.MinValue; - /// - public TaskFactory FrameworkThreadTaskFactory { get; } - /// public TimeSpan UpdateDelta { get; private set; } = TimeSpan.Zero; @@ -125,6 +122,11 @@ internal sealed class Framework : IInternalDisposableService, IFramework /// internal bool DispatchUpdateEvents { get; set; } = true; + private TaskFactory FrameworkThreadTaskFactory { get; } + + /// + public TaskFactory GetTaskFactory() => this.FrameworkThreadTaskFactory; + /// public Task DelayTicks(long numTicks, CancellationToken cancellationToken = default) { @@ -138,6 +140,38 @@ internal sealed class Framework : IInternalDisposableService, IFramework return tcs.Task; } + /// + public Task RunOnFrameworkThreadAwaitable(Action action, CancellationToken cancellationToken = default) + { + if (cancellationToken == default) + cancellationToken = this.FrameworkThreadTaskFactory.CancellationToken; + return this.FrameworkThreadTaskFactory.StartNew(action, cancellationToken); + } + + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default) + { + if (cancellationToken == default) + cancellationToken = this.FrameworkThreadTaskFactory.CancellationToken; + return this.FrameworkThreadTaskFactory.StartNew(action, cancellationToken); + } + + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default) + { + if (cancellationToken == default) + cancellationToken = this.FrameworkThreadTaskFactory.CancellationToken; + return this.FrameworkThreadTaskFactory.StartNew(action, cancellationToken).Unwrap(); + } + + /// + public Task RunOnFrameworkThreadAwaitable(Func> action, CancellationToken cancellationToken = default) + { + if (cancellationToken == default) + cancellationToken = this.FrameworkThreadTaskFactory.CancellationToken; + return this.FrameworkThreadTaskFactory.StartNew(action, cancellationToken).Unwrap(); + } + /// public Task RunOnFrameworkThread(Func func) => this.IsInFrameworkUpdateThread || this.IsFrameworkUnloading ? Task.FromResult(func()) : this.RunOnTick(func); @@ -193,7 +227,9 @@ internal sealed class Framework : IInternalDisposableService, IFramework this.DelayTicks(delayTicks, cancellationToken), }, _ => func(), - cancellationToken); + cancellationToken, + TaskContinuationOptions.HideScheduler, + this.frameworkThreadTaskScheduler); } /// @@ -218,7 +254,9 @@ internal sealed class Framework : IInternalDisposableService, IFramework this.DelayTicks(delayTicks, cancellationToken), }, _ => action(), - cancellationToken); + cancellationToken, + TaskContinuationOptions.HideScheduler, + this.frameworkThreadTaskScheduler); } /// @@ -243,7 +281,9 @@ internal sealed class Framework : IInternalDisposableService, IFramework this.DelayTicks(delayTicks, cancellationToken), }, _ => func(), - cancellationToken).Unwrap(); + cancellationToken, + TaskContinuationOptions.HideScheduler, + this.frameworkThreadTaskScheduler).Unwrap(); } /// @@ -268,7 +308,9 @@ internal sealed class Framework : IInternalDisposableService, IFramework this.DelayTicks(delayTicks, cancellationToken), }, _ => func(), - cancellationToken).Unwrap(); + cancellationToken, + TaskContinuationOptions.HideScheduler, + this.frameworkThreadTaskScheduler).Unwrap(); } /// @@ -491,9 +533,6 @@ internal class FrameworkPluginScoped : IInternalDisposableService, IFramework /// public DateTime LastUpdateUTC => this.frameworkService.LastUpdateUTC; - /// - public TaskFactory FrameworkThreadTaskFactory => this.frameworkService.FrameworkThreadTaskFactory; - /// public TimeSpan UpdateDelta => this.frameworkService.UpdateDelta; @@ -511,10 +550,29 @@ internal class FrameworkPluginScoped : IInternalDisposableService, IFramework this.Update = null; } + /// + public TaskFactory GetTaskFactory() => this.frameworkService.GetTaskFactory(); + /// public Task DelayTicks(long numTicks, CancellationToken cancellationToken = default) => this.frameworkService.DelayTicks(numTicks, cancellationToken); + /// + public Task RunOnFrameworkThreadAwaitable(Action action, CancellationToken cancellationToken = default) => + this.frameworkService.RunOnFrameworkThreadAwaitable(action, cancellationToken); + + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default) => + this.frameworkService.RunOnFrameworkThreadAwaitable(action, cancellationToken); + + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default) => + this.frameworkService.RunOnFrameworkThreadAwaitable(action, cancellationToken); + + /// + public Task RunOnFrameworkThreadAwaitable(Func> action, CancellationToken cancellationToken = default) => + this.frameworkService.RunOnFrameworkThreadAwaitable(action, cancellationToken); + /// public Task RunOnFrameworkThread(Func func) => this.frameworkService.RunOnFrameworkThread(func); diff --git a/Dalamud/Interface/Internal/Windows/Data/Widgets/TaskSchedulerWidget.cs b/Dalamud/Interface/Internal/Windows/Data/Widgets/TaskSchedulerWidget.cs index c6d8c4e8b..0c86466e3 100644 --- a/Dalamud/Interface/Internal/Windows/Data/Widgets/TaskSchedulerWidget.cs +++ b/Dalamud/Interface/Internal/Windows/Data/Widgets/TaskSchedulerWidget.cs @@ -144,9 +144,7 @@ internal class TaskSchedulerWidget : IDataWindowWidget _ = framework.RunOnTick(() => Log.Information("Framework.Update - In 2s+60f"), cancellationToken: this.taskSchedulerCancelSource.Token, delay: TimeSpan.FromSeconds(2), delayTicks: 60); } - ImGui.SameLine(); - - if (ImGui.Button("Every 60 frames")) + if (ImGui.Button("Every 60f")) { _ = framework.RunOnTick( async () => @@ -154,6 +152,8 @@ internal class TaskSchedulerWidget : IDataWindowWidget for (var i = 0L; ; i++) { Log.Information($"Loop #{i}; MainThread={ThreadSafety.IsMainThread}"); + var it = i; + _ = Task.Factory.StartNew(() => Log.Information($" => Sub #{it}; MainThread={ThreadSafety.IsMainThread}")); await framework.DelayTicks(60, this.taskSchedulerCancelSource.Token); } }, @@ -162,6 +162,68 @@ internal class TaskSchedulerWidget : IDataWindowWidget ImGui.SameLine(); + if (ImGui.Button("Every 1s")) + { + _ = framework.RunOnTick( + async () => + { + for (var i = 0L; ; i++) + { + Log.Information($"Loop #{i}; MainThread={ThreadSafety.IsMainThread}"); + var it = i; + _ = Task.Factory.StartNew(() => Log.Information($" => Sub #{it}; MainThread={ThreadSafety.IsMainThread}")); + await Task.Delay(TimeSpan.FromSeconds(1), this.taskSchedulerCancelSource.Token); + } + }, + cancellationToken: this.taskSchedulerCancelSource.Token); + } + + ImGui.SameLine(); + + if (ImGui.Button("Every 60f (Await)")) + { + _ = framework.RunOnFrameworkThreadAwaitable( + async () => + { + for (var i = 0L; ; i++) + { + Log.Information($"Loop #{i}; MainThread={ThreadSafety.IsMainThread}"); + var it = i; + _ = Task.Factory.StartNew(() => Log.Information($" => Sub #{it}; MainThread={ThreadSafety.IsMainThread}")); + await framework.DelayTicks(60, this.taskSchedulerCancelSource.Token); + } + }, + this.taskSchedulerCancelSource.Token); + } + + ImGui.SameLine(); + + if (ImGui.Button("Every 1s (Await)")) + { + _ = framework.RunOnFrameworkThreadAwaitable( + async () => + { + for (var i = 0L; ; i++) + { + Log.Information($"Loop #{i}; MainThread={ThreadSafety.IsMainThread}"); + var it = i; + _ = Task.Factory.StartNew(() => Log.Information($" => Sub #{it}; MainThread={ThreadSafety.IsMainThread}")); + await Task.Delay(TimeSpan.FromSeconds(1), this.taskSchedulerCancelSource.Token); + } + }, + this.taskSchedulerCancelSource.Token); + } + + ImGui.SameLine(); + + if (ImGui.Button("As long as it's in Framework Thread")) + { + Task.Run(async () => await framework.RunOnFrameworkThread(() => { Log.Information("Task dispatched from non-framework.update thread"); })); + framework.RunOnFrameworkThread(() => { Log.Information("Task dispatched from framework.update thread"); }).Wait(); + } + + ImGui.SameLine(); + if (ImGui.Button("Error in 1s")) { _ = framework.RunOnTick(() => throw new Exception("Test Exception"), cancellationToken: this.taskSchedulerCancelSource.Token, delay: TimeSpan.FromSeconds(1)); @@ -169,10 +231,18 @@ internal class TaskSchedulerWidget : IDataWindowWidget ImGui.SameLine(); - if (ImGui.Button("As long as it's in Framework Thread")) + if (ImGui.Button("Freeze 1s")) { - Task.Run(async () => await framework.RunOnFrameworkThread(() => { Log.Information("Task dispatched from non-framework.update thread"); })); - framework.RunOnFrameworkThread(() => { Log.Information("Task dispatched from framework.update thread"); }).Wait(); + _ = framework.RunOnFrameworkThread(() => Helper().Wait()); + static async Task Helper() => await Task.Delay(1000); + } + + ImGui.SameLine(); + + if (ImGui.Button("Freeze Completely")) + { + _ = framework.RunOnFrameworkThreadAwaitable(() => Helper().Wait()); + static async Task Helper() => await Task.Delay(1000); } if (ImGui.CollapsingHeader("Download")) @@ -217,7 +287,7 @@ internal class TaskSchedulerWidget : IDataWindowWidget this.downloadState = default; var factory = downloadUsingGlobalScheduler ? Task.Factory - : framework.FrameworkThreadTaskFactory; + : framework.GetTaskFactory(); this.downloadState = default; this.downloadTask = factory.StartNew( async () => diff --git a/Dalamud/Plugin/Services/IFramework.cs b/Dalamud/Plugin/Services/IFramework.cs index a93abd252..4b04b633e 100644 --- a/Dalamud/Plugin/Services/IFramework.cs +++ b/Dalamud/Plugin/Services/IFramework.cs @@ -1,11 +1,29 @@ using System.Threading; using System.Threading.Tasks; +using Dalamud.Interface.Internal.Windows.Data.Widgets; + namespace Dalamud.Plugin.Services; /// /// This class represents the Framework of the native game client and grants access to various subsystems. /// +/// +/// Choosing between RunOnFrameworkThread and RunOnFrameworkThreadAwaitable +///
    +///
  • If you do need to do use await and have your task keep executing on the main thread after waiting is +/// done, use RunOnFrameworkThreadAwaitable.
  • +///
  • If you need to call or , use +/// RunOnFrameworkThread.
  • +///
+/// The game is likely to completely lock up if you call above synchronous function and getter, because starting +/// a new task by default runs on , which would make the task run on the framework +/// thread if invoked via RunOnFrameworkThreadAwaitable. This includes Task.Factory.StartNew and +/// Task.ContinueWith. Use Task.Run if you need to start a new task from the callback specified to +/// RunOnFrameworkThreadAwaitable, as it will force your task to be run in the default thread pool. +/// See to see the difference in behaviors, and how would a misuse of these +/// functions result in a deadlock. +///
public interface IFramework { /// @@ -29,11 +47,6 @@ public interface IFramework /// public DateTime LastUpdateUTC { get; } - /// - /// Gets a that runs tasks during Framework Update event. - /// - public TaskFactory FrameworkThreadTaskFactory { get; } - /// /// Gets the delta between the last Framework Update and the currently executing one. /// @@ -49,20 +62,97 @@ public interface IFramework ///
public bool IsFrameworkUnloading { get; } + /// Gets a that runs tasks during Framework Update event. + /// The task factory. + public TaskFactory GetTaskFactory(); + /// /// Returns a task that completes after the given number of ticks. /// /// Number of ticks to delay. /// The cancellation token. /// A new that gets resolved after specified number of ticks happen. + /// The continuation will run on the framework thread by default. public Task DelayTicks(long numTicks, CancellationToken cancellationToken = default); + /// + /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. + /// + /// Function to call. + /// The cancellation token. + /// Task representing the pending or already completed function. + /// + /// Starting new tasks and waiting on them synchronously from this callback will completely lock up + /// the game. Use await if you need to wait on something from an async callback. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// + public Task RunOnFrameworkThreadAwaitable(Action action, CancellationToken cancellationToken = default); + + /// + /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. + /// + /// Return type. + /// Function to call. + /// The cancellation token. + /// Task representing the pending or already completed function. + /// + /// Starting new tasks and waiting on them synchronously from this callback will completely lock up + /// the game. Use await if you need to wait on something from an async callback. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default); + + /// + /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. + /// + /// Function to call. + /// The cancellation token. + /// Task representing the pending or already completed function. + /// + /// Starting new tasks and waiting on them synchronously from this callback will completely lock up + /// the game. Use await if you need to wait on something from an async callback. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// + public Task RunOnFrameworkThreadAwaitable(Func action, CancellationToken cancellationToken = default); + + /// + /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. + /// + /// Return type. + /// Function to call. + /// The cancellation token. + /// Task representing the pending or already completed function. + /// + /// Starting new tasks and waiting on them synchronously from this callback will completely lock up + /// the game. Use await if you need to wait on something from an async callback. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// + public Task RunOnFrameworkThreadAwaitable(Func> action, CancellationToken cancellationToken = default); + /// /// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call. /// /// Return type. /// Function to call. /// Task representing the pending or already completed function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnFrameworkThread(Func func); /// @@ -70,6 +160,16 @@ public interface IFramework /// /// Function to call. /// Task representing the pending or already completed function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnFrameworkThread(Action action); /// @@ -78,6 +178,16 @@ public interface IFramework /// Return type. /// Function to call. /// Task representing the pending or already completed function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// [Obsolete($"Use {nameof(RunOnTick)} instead.")] public Task RunOnFrameworkThread(Func> func); @@ -86,6 +196,16 @@ public interface IFramework /// /// Function to call. /// Task representing the pending or already completed function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// [Obsolete($"Use {nameof(RunOnTick)} instead.")] public Task RunOnFrameworkThread(Func func); @@ -98,6 +218,16 @@ public interface IFramework /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnTick(Func func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// @@ -108,6 +238,16 @@ public interface IFramework /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnTick(Action action, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// @@ -119,6 +259,16 @@ public interface IFramework /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnTick(Func> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); /// @@ -129,5 +279,15 @@ public interface IFramework /// Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter. /// Cancellation token which will prevent the execution of this function if wait conditions are not met. /// Task representing the pending function. + /// + /// await, Task.Factory.StartNew or alike will continue off the framework thread. + /// Awaiting on the returned from RunOnFrameworkThread, + /// RunOnFrameworkThreadAwaitable, or RunOnTick right away inside the callback specified to this + /// function has a chance of locking up the game. Do not do await framework.RunOnFrameworkThread(...); + /// directly or indirectly from the delegate passed to this function. + /// See the remarks on if you need to choose which one to use, between + /// RunOnFrameworkThreadAwaitable and RunOnFrameworkThread. Note that RunOnTick is a fancy + /// version of RunOnFrameworkThread. + /// public Task RunOnTick(Func func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default); }