Comments (3)
Thanks for the link to the proposed standard, it's going to be interesting to see if they actually include this in the JS standard.
Generally though promises are just not designed to be cancelled. We had the same problem with them... we ended up throwing an exception to terminate a promise chain, but it felt inelegant and clunky.
These days we tend to use state machines or behaviour trees for operations that are cancellable or that can change dynamically and I'd encourage you to do the same.
Of course we still use promises extensively, typically we just use them for non-cancellable asynchronous operations.
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Thank you guys for RSG library
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thanks @ashleydavis I'll give these a whirl!
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Related Issues (20)
- Feature Request: Promise retry HOT 2
- How to exit from then when check some conditions HOT 6
- Not Usable inside Tasks? HOT 3
- NuGet Package outdated since last improvements
- Cancelling a promise. HOT 1
- Default and custom error handler HOT 1
- GC caused by Closure HOT 3
- OpenUPM support. Unity Package Manager HOT 3
- A unsolved ambiguous compile error
- Compile Errors in Unity 2020.2.6f1 HOT 1
- For a complete noob... how and what do I import to my Unity project to start using this? HOT 1
- Different results for javascript.Promise and C-Sharp-Promise HOT 2
- Support .NET Standard and 3.5 into the same Unity project HOT 1
- Some general questions about handling promises HOT 3
- Promises are not Serializable HOT 1
- Need implicit casts between Promise<object> and Promise and interfaces HOT 3
- Catch from a Promise<object> returns IPromise instead of IPromise<object> HOT 2
- Promise Queue? HOT 2
- How can I get response data at the first stage HOT 7
- Create an Unity Package of this library HOT 4
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