Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-785dea6a/Editor/Bridge/Helpers/CommandContext.cs
T
huadexuan c09e15dd0e ```
feat(Materials): 更新CoreBattleGround材质贴图和缩放参数

更换了CoreBattleGround材质的主纹理,将纹理GUID从73e4d6cf089824c0cadfcefa5b15d306
更新为c6af6f473739fb546ac7775e5c957da1,并调整纹理缩放参数从{x: 3, y: 4}修改为
{x: 1, y: 1},同时移除了多余的_MetallicGlossMap配置项。
```
2026-09-28 17:58:15 +08:00

39 lines
1.4 KiB
C#

using System;
namespace UnityTcp.Editor.Helpers
{
/// <summary>
/// Ambient context for the command currently being dispatched. The dispatching loop sets it
/// right before a handler runs and clears it afterwards, so a <c>HandleCommand(JObject)</c>
/// 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
/// <see cref="BackgroundCommandPump"/> 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.
/// </summary>
public static class CommandContext
{
[ThreadStatic] private static ulong _requestId;
[ThreadStatic] private static string _commandType;
/// <summary>Native request id of the command being handled (for EnqueueResponse).</summary>
public static ulong RequestId => _requestId;
/// <summary>Command type of the command being handled (usable as a job name).</summary>
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;
}
}
}