为什么会导致InvalidOperationException:不同步?

时间:2015-05-18 13:42:03

标签: c# dictionary unity3d

以下代码的目标是拥有“热键”(缺少更好的词)。这样的热键是一个切换多个复选框的复选框。

我理解当您尝试在循环时更改字典时,字典会抛出不同步异常。但我正在循环的那个只是被读取。

我找到了一个解决方案,但我仍然对这导致异常的原因感兴趣。

public class JointTypeSelectDisplay
{
    public Dictionary<JointType, bool> SelectedJoints;  
    private Dictionary<JointType, JointTypeListElement> _jointToggles;

    private void UpdateDisplay()
    {
        foreach (var joint in SelectedJoints)
        {
            _jointToggles[joint.Key].SetState(SelectedJoints[joint.Key]);
        }
    }
}

public class JointTypeListElement
{
    public Toggle JointToggle;

    public void SetState(bool active)
    {
        JointToggle.isOn = active;
    }
}

编辑:stacktrace:

  

InvalidOperationException:不同步

     

System.Collections.Generic.Dictionary'2 + Enumerator [Windows.Kinect.JointType,System.Boolean] .VerifyState()(at / Users / builduser / buildslave / mono-runtime-and-classlibs / build / mcs /类/ corlib / System.Collections.Generic / Dictionary.cs:912)

     

System.Collections.Generic.Dictionary'2 + Enumerator [Windows.Kinect.JointType,System.Boolean] .MoveNext()(at / Users / builduser / buildslave / mono-runtime-and-classlibs / build / mcs /类/ corlib / System.Collections.Generic / Dictionary.cs:835)

     

KinectFilterTesting.JointTypeSelectDisplay.UpdateDisplay()(在Assets / Scripts / Simon / JointTypeSelectDisplay.cs:146)

     

KinectFilterTesting.JointTypeSelectDisplay.SetSelectedState(System.Collections.Generic.List'1 types,Boolean selected)(在Assets / Scripts / Simon / JointTypeSelectDisplay.cs:131)

     

KinectFilterTesting.JointTypeSelectDisplay.SetRightArm(布尔选中)(在Assets / Scripts / Simon / JointTypeSelectDisplay.cs:160)

     

UnityEngine.Events.InvokableCall'1 [System.Boolean] .Invoke(System.Object [] args)(at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:141)

     

UnityEngine.Events.InvokableCallList.Invoke(System.Object [] parameters)(在C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:574)

     

UnityEngine.Events.UnityEventBase.Invoke(System.Object []参数)(在C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:716)

     

UnityEngine.Events.UnityEvent'1 [System.Boolean] .Invoke(Boolean arg0)(at C:/buildslave/unity/build/Runtime/Export/UnityEvent_1.cs:53)

     

UnityEngine.UI.Toggle.Set(布尔值,布尔值sendCallback)(在C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Toggle.cs:167)

     

UnityEngine.UI.Toggle.Set(布尔值)(在C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Toggle.cs:142)

     

UnityEngine.UI.Toggle.set_isOn(布尔值)(在C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Toggle.cs:136)

     

UnityEngine.UI.Toggle.InternalToggle()(在C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Toggle.cs:199)

     

UnityEngine.UI.Toggle.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)(at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Toggle.cs:210)

     

UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler,UnityEngine.EventSystems.BaseEventData eventData)(在C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:52)

     

UnityEngine.EventSystems.ExecuteEvents.Execute [IPointerClickHandler](UnityEngine.GameObject target,UnityEngine.EventSystems.BaseEventData eventData,UnityEngine.EventSystems.EventFunction'1 functor)(在C:/ buildslave / unity / build / Extensions / guisystem / UnityEngine.UI /的EventSystem / ExecuteEvents.cs:269)

     

UnityEngine.EventSystems.EventSystem:更新()

1 个答案:

答案 0 :(得分:2)

概率是在另一个线程上修改SelectedJoints。解决这个问题的最简单方法是复制密钥并对其进行迭代:

private void UpdateDisplay()
{
    List<JointType> joints = new List<JointType>(SelectedJoints.Keys);

    foreach (JointType joint in joints)
    {
        if(_jointToggles.ContainsKey(joint) && SelectedJoints.ContainsKey(joint))
            _jointToggles[joint].SetState(SelectedJoints[joint]);
    }
}

请注意,需要if条件,因为您的错误强烈暗示正在执行UpdateDisplay时正在修改您的集合。此外,这不会捕获在SelectedJoints运行时将条目添加到UpdateDisplay的情况,因此如果您尚未执行此操作,则可能更频繁地运行UpdateDisplay