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Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose

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#csharp#dotnet#unity3d#async#cancellation#CancellationTokenSource#Unity#GameDevToolLab#C##Addressables
Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose
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The article explains the distinction between Cancel() and Dispose() on CancellationTokenSource in Unity async code. It highlights that disposing a CancellationTokenSource does not set the field to null, which can cause ObjectDisposedException on subsequent calls. A small helper class is proposed to safely manage cancellation and disposal, especially when using CancelAfter() and linked token sources.

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try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3992439) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } GameDevToolLab Posted on Jun 26 Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose #csharp #dotnet #unity3d #canellationtokensource Introduction When writing async code in Unity, you often end up working with CancellationToken for loading, networking, Addressables, screen transitions, timeouts, and so on. The object you usually create for that is CancellationTokenSource, but it is surprisingly easy to handle it incorrectly.

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