Task Utils

A safe and elegant solution for handling C# Tasks and asynchronous operations in Unity

In One Line

Threading wizardry: Promise made, Promise kept!

Overview

While C# Tasks are powerful, they require careful handling in Unity's single-threaded environment. Task Utils provides a robust framework for managing asynchronous operations safely, with a focus on exception handling and main thread synchronization.

Promise Awaiter transforms traditional async/await patterns into a more manageable and safer approach.

This implementation ensures that:

  • Async operations can safely return to the main thread

  • Unity API calls are always thread-compliant

  • No threading-related crashes or race conditions

  • Predictable execution order in the Unity lifecycle

  • PromiseAgent will run Coroutine cross different scene

  • Coroutine can be converted to Task

Package Info

display name

AceLand Task Utils

package name

com.aceland.taskutils

latest version

1.0.9

namespace

AceLand.TaskUtils

dependencies

com.aceland.library: 1.0.20
com.aceland.playerloophack: 1.0.7

Why Use It

The most important reason is thread-safe and exception-safe for Unity.

Traditional exception handling in production builds can be problematic:

  • Unhandled exceptions can freeze critical application flows

  • Users are left with no feedback when errors occur

  • Debug information is often lost in production builds

Promise Awaiter solves these issues by:

  • Keeping your application running despite errors

  • Enabling user-friendly error handling

  • Maintaining proper error logging for debugging

  • Ensuring operations stay on the main thread when needed

Developer Benefits:

  • No more await/try-catch complexity

  • Clean, chainable syntax

  • Safe main thread synchronization

  • Integrated with other AceLand packages

  • Ideal for both development and production environments


How It Works

Task can be converted to Promise style chain methods:

  • Then(async action) - completed with success result

  • Then(action) - completed with success result

  • Catch(action) - completed with exception

  • Final(action) - completed either success or exception

Callbacks will pass to Unity Main Thread Dispacher and queued to execute during the Initialization phase of Unity's PlayerLoop. This guarantees that all handlers always run on the main thread. Developers are free from manual thread synchronization or checking IsMainThread, and safe to access Unity APIs, UI elements, and GameObjects.


Usage Example

using System;
using System.Threading;
using System.Threading.Tasks;
using AceLand.TaskUtils;
using UnityEngine;

public class TaskUtilsExample : MonoBehaviour
{
    [SerializeField] private int target = 5_000;

    private void Start()
    {
        TaskTest().Then(result => Debug.Log($"Task Finish in {result:f3}s"))
            .Catch(e => Debug.LogError(e, this))
            .Final(() => Debug.Log("Task Completed"));
    }

    private async Task<double> TaskTest()
    {
        var token = Promise.ApplicationAliveToken;
        var start = DateTime.Now;
        var count = 0;
        
        while (count < target && !token.IsCancellationRequested)
        {
            count++;
            await Task.Yield();
        }

        return (DateTime.Now - start).TotalSeconds;
    }
}
// create an array Promise<int>[]
// ** type of tasks are all Task<int>
// if return value type of Task<T> must be same as Promise<T>
var promises = new Promise<int>[]
{
    // all tasks should be Task<int> as Promise<int>
    Task1().Then(OnSuccess1),
    Task2().Then(OnSuccess2),
    Task3().Then(OnSuccess3),
    Task4().Then(OnSuccess4),
};

int sum = 0;
// you can await a promise if necessary
await Promise.WhenAll(promises)
    .Then(result => sum += result)    // get value as int
    .Catch(e => Debug.LogError(e, this))
    .Final(() => Debug.Log($"Final with {sum}");

// cancel all promise in array
promises.Cancel(); 

// dispose all promise in array
promises.Dispose();
// create an array Promise[]
// ** type of tasks will convert to a Promise
// no value will be return
var promises = new Promise[]
{
    Task1().Then(OnSuccess1),    // Task<int> as Promise
    Task2().Then(OnSuccess2),    // Task<float> as Promise
    Task3().Then(OnSuccess3),    // Task as Promise
    Task4().Then(OnSuccess4),    // Task<bool> as Promise
};

// you can await a promise if necessary
await Promise.WhenAll(promises)
    .Then(() => Debug.Log("Tasks Completed"))    // no value will be passed
    .Catch(e => Debug.LogError(e, this))
    .Final(() => Debug.Log($"Final");

// cancel all promise in array
promises.Cancel(); 

// dispose all promise in array
promises.Dispose();
Task1().Then(async () =>
    {
        // do not use Promise here
        // only native Task exception can be throw
        await Task2();
        OnTask2Success();
    })
    .Then(OnTask1Success)    // will not invoke if Task2 got exception
    .Catch(OnError)    // any exception will be invoked.
    .Final(OnFinal)    // will not invoke if canceled or disposed
// Wait for seconds
Promise.WaitForSeconds(1.5f)
    .Then(() => Debug.Log("1.5s is passed");

// Wait for condition
bool ready = false;
Promise.WaitUntil(() => ready)
    .Then(() => Debug.Log("I'm ready");

// Run stuff on MainThread in a Multi-Threading Task
Action RequireOnMainThread;
Task.Run(() => 
    {
        // with Extension (Recommend)
        RequireOnMainThread?.EnqueueToDispatcher();
        // or Promise API
        // if (RequireOnMainThread != null)
        //     Promise.EnqueueToDispatcher(RequireOnMainThread);
    },
    token
);

Easy Safe Task

A lazy way to run Task or heavy stuff.

public class YourComponent : MonoBehaviour
{
    private void Start()
    {
        // Very Heavy Job will run on Thread Pool
        Promise.SafeRun(VeryHeavyJob)
            .Then(() => Debug.Log("Heavy Job Completed", this))
            .Catch(Debug.LogError);
    }
    
    private void VeryHeavyJob()
    {
        // really heavy stuff
    }
}

Work with Coroutine

A lot of Unity APIs are supporting on only Main Thread that processes need to switch between main thread and thread pool. This makes Coroutine is the only choice to do heavy jobs with Unity APIs.

However it is not thread safe by yield return a Task in coroutine. Task can be yield return in coroutine, but exception cannot be handled. And value cannot be returned.

Promise Handle is one of the solution.

Promise is already a thread safe handler. By chaining with .Catch() after a Task, exceptions will be catched by handler.

// yield return a Promise/Task
public class YourComponent : MonoBehaviour
{
    private IEnumerator YourCoroutine()
    {
        bool result = false;
        
        // safe way to handle exception with Promise
        yield return Promise.SafeRun(() => result = VeryHeavyJob())
            .Catch(Debug.LogError);
            
        string msg = result
            ? "Result is very good"
            : "Resout is not good";
        Debug.LogWarning(msg, this);
    }
    
    private bool VeryHeavyJob()
    {
        // really heavy stuff
        return true;
    }
}
// Keep Coroutine running even scene is unloaded
Coroutine().RunCoroutine();

// Run as Task and chain with Promise
Coroutine().AsTask
    .Then(() => Debug.Log("Coroutine Completed"))
    .Catch(ex => Debug.LogError($"Coroutine Catch: {ex}"));

// your coroutine
private IEnumerator Coroutine()
{
    yield return null;
    
    var counter = 0;
    while (counter < 5)
    {
        Debug.Log($"Test1: {counter}");
        yield return new WaitForSecondsRealtime(1);
        counter++;
    }
}

Utilities

// get application alive token
CancellationToken aliveToken = Promise.ApplicationAliveToken;

// create Linked Token with alive token
CancellationTokenSource yourTokenSource = new();
CancellationToken linkedToken = Promise.LinkedOrApplicationAliveToken(
    yourTokenSource, out CancellationTokenSource linkedTokenSource);

// enqueue your action to Dispatcher
// action will be invoked on next PlayerLoopState.Initialization
action.EnqueueToDispatcher();
action.EnqueueToDispatcher(arg);
Promise.EnqueueToDispatcher(action);
Promise.EnqueueToDispatcher(action, arg);

// enquene your action with specified PlayerLoopState
action.EnqueueToDispatcher(PlayerLoopState);
action.EnqueueToDispatcher(arg, PlayerLoopState);
Promise.EnqueueToDispatcher(action, PlayerLoopState);
Promise.EnqueueToDispatcher(action, arg, PlayerLoopState);

// add/remove listener on Application Quit
Promise.AddApplicationQuitListener(listener);
Promise.RemoveApplicationQuitListener(listener);

Unity is single-thread environment. Passing actions to dispatcher can confirm thread-safe processes.

using System;
using AceLand.PlayerLoopHack;
using AceLand.TaskUtils;
using UnityEngine;

public class DispatcherTester : MonoBehaviour
{
    private int counter;
    
    private void Update()
    {
        Debug.Log("DispatcherTester -------");

        // run on EndOfFrame
        Promise.WaitForEndOfFrame(PrintEofLog);
        
        // Run on all PlayerLoopState
        var states = (PlayerLoopState[])Enum.GetValues(typeof(PlayerLoopState));
        foreach (var state in states)
            Promise.EnqueueToDispatcher(PrintStateLog, state, state);
        
        counter++;
    }

    private void PrintStateLog(PlayerLoopState state)
    {
        Debug.Log($">> DispatcherTester ({counter}) : {state}");
    }

    private void PrintEofLog()
    {
        Debug.Log($">> DispatcherTester ({counter}) : EOF");
    }
}

️ Important Task Safety Notes


Best Practices

  • Promise Awaiter will catch system exception and pass to Main Thread Patch. This is a thread-safe design for Unity. That's why exception cannot be catch when await Promise or nested Promise.

  • As above, building native Task design is very important. Promise Awaiter is to prevent from unsafe threading code and clear code structure.

  • Work with Coroutine for using Unity APIs in Main Thread but keep heavy works in Thread Pool. Tasks may be split by many little parts for exceptions handling.

For native Task design sample, please read from WebRequest - Advance Usage to end of page.

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