Comments (5)
P.S. In a WinUI project (no Uno, but "native"), a copy of this code works as expected, using nuget package "ReactiveUI.WinUI" -- tried using this package in the Uno.WinUI project, but gives the same runtime exceptions.
I actually thought I had to use nuget package "ReactiveUI.Uno" -- but building the Uno Windows project gives build errors like: "CS0433 The type 'SuspendingEventArgs' exists in both 'Microsoft.Windows.SDK.NET, Version=10.0.22000.24, Culture=neutral, PublicKeyToken=31bf3856ad364e35' and 'Uno, Version=255.255.255.255, Culture=neutral, PublicKeyToken=null' UnoAppNoExt.Windows c:\src\UnoAppNoExt\UnoAppNoExt.Shared\App.xaml.cs 111"
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It's likely we aren't setting the scheduler properly so it's defaulting to the regular one, or we aren't checking for the uno winui package in the main rxui registration system
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I got my Uno.Windows project working, using package "ReactiveUI.WinUI" -- a difference I see is in the Registrations.cs
:
- ReactiveUI.WinUI uses
RxApp.MainThreadScheduler = new WaitForDispatcherScheduler(() => DispatcherQueueScheduler.Current);
- ReactiveUI.Uno.WinUI uses
RxApp.MainThreadScheduler = new WaitForDispatcherScheduler(() => CoreDispatcherScheduler.Current);
Should I just use ReactiveUI.WinUI? I am a bit confused.
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I think it's a bug. I will push a fix tomorrow.
Thanks for doing the investigation
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This issue has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.
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