using System;
namespace UnityTcp.Editor.Helpers
{
///
/// Ambient context for the command currently being dispatched. The dispatching loop sets it
/// right before a handler runs and clears it afterwards, so a HandleCommand(JObject)
/// can read the native request id (to start a runner job) without changing its prototype.
///
/// Commands are dispatched serially per thread — the editor main loop and the
/// worker each set/clear around a handler — so the
/// backing fields are thread-local to keep the two dispatchers from seeing each other's
/// context.
///
public static class CommandContext
{
[ThreadStatic] private static ulong _requestId;
[ThreadStatic] private static string _commandType;
/// Native request id of the command being handled (for EnqueueResponse).
public static ulong RequestId => _requestId;
/// Command type of the command being handled (usable as a job name).
public static string CommandType => _commandType;
public static void Set(ulong requestId, string commandType)
{
_requestId = requestId;
_commandType = commandType;
}
public static void Clear()
{
_requestId = 0;
_commandType = null;
}
}
}