As you already figured out, console application by default doesn't have synchronization context, so ConfigureAwait has no effect, and continuation after your await SomePageLoad() will run on random thread pool thread. Note that using async main method is essentially equivalent to this:
static async Task AsyncMain() { ... } // your `async Task Main method`
// real Main method generated by compiler
static void RealMain() {
AsyncMain().GetAwaiter().GetResult();
}
In your case you don't need any synchronization context though. What you want is initialize CefSharp on main thread and shutdown CefSharp on main thread. So instead of using async Main - you can do the same as above, but initialize and shutdown Cef outside of async method:
static void Main(string[] args) {
// starting with thread 1
Cef.Initialize(new CefSettings());
try {
AsyncMain(args).GetAwaiter().GetResult();
}
finally {
// we are on main thread here
Cef.Shutdown();
}
}
static async Task AsyncMain(string[] args) {
await SomePageLoad(); // more stuff here
}
Edit: if you insist on using synchronization context then it can be done, but will add a lot of complications for nothing. Out goal is create synchronization context which will run all actions on the same thread. This case be done with simple actions queue, here is basic implementation (don't use it in production, provided as an example only, no exception handling and so on):
class CustomSyncContext : SynchronizationContext {
private readonly BlockingCollection<WorkItem> _queue = new BlockingCollection<WorkItem>(new ConcurrentQueue<WorkItem>());
private readonly Thread _thread;
public CustomSyncContext() {
// start new thread which will handle all callbacks
_thread = new Thread(() => {
// set outselves as current sync context for this thread
SynchronizationContext.SetSynchronizationContext(this);
foreach (var item in _queue.GetConsumingEnumerable()) {
try {
// execute action
item.Action();
}
finally {
// if this action is synchronous, signal the caller
item.Signal?.Set();
}
}
});
_thread.Start();
}
public override void Post(SendOrPostCallback d, object state) {
// Post means acion is asynchronous, just queue and forget
_queue.Add(new WorkItem(() => d(state), null));
}
public override void Send(SendOrPostCallback d, object state) {
// Send means action is synchronous, wait on a single until our thread executes it
using (var signal = new ManualResetEvent(false)) {
_queue.Add(new WorkItem(() => d(state), signal));
signal.WaitOne();
}
}
public void Shutdown() {
// signal thread that no more callbacks are expected
_queue.CompleteAdding();
}
public void WaitForShutdown() {
_thread.Join();
}
private class WorkItem {
public WorkItem(Action action, ManualResetEvent signal) {
Action = action;
Signal = signal;
}
public Action Action { get; }
public ManualResetEvent Signal { get; }
}
}
And your code then becomes:
var ctx = new CustomSyncContext();
ctx.Send(async (_) => {
try {
// starting with thread 1
Cef.Initialize(new CefSettings());
// this method returns on thread 4
await SomePageLoad();
}
finally {
Cef.Shutdown();
// signal the context we are done, so that main thread can unblock
ctx.Shutdown();
Console.WriteLine("done");
}
}, null);
ctx.WaitForShutdown();
Now your code runs on custom synchronization context, and continuation after await SomePageLoad(); will be posted to that synchronization context and executed by our thread (the same thread which inited CefSharp) (no ConfigureAwait(true) is needed, as it's already true by default). Note that we achieved nothing useful - we have one more thread, and our main thread is still blocked waiting for the whole operation to complete (there is no sensible way around that).
Edit 2: here is variation which does not require separate thread, but is not much better:
class CustomSyncContext : SynchronizationContext {
private readonly BlockingCollection<WorkItem> _queue = new BlockingCollection<WorkItem>(new ConcurrentQueue<WorkItem>());
public override void Post(SendOrPostCallback d, object state) {
// Post means acion is asynchronous, just queue and forget
_queue.Add(new WorkItem(() => d(state), null));
}
public override void Send(SendOrPostCallback d, object state) {
// Send means action is synchronous, wait on a single until our thread executes it
using (var signal = new ManualResetEvent(false)) {
_queue.Add(new WorkItem(() => d(state), signal));
signal.WaitOne();
}
}
public void Shutdown() {
// signal thread that no more callbacks are expected
_queue.CompleteAdding();
}
public void Start() {
// now we run the loop on main thread
foreach (var item in _queue.GetConsumingEnumerable()) {
try {
// execute action
item.Action();
}
finally {
// if this action is synchronous, signal the caller
item.Signal?.Set();
}
}
}
private class WorkItem {
public WorkItem(Action action, ManualResetEvent signal) {
Action = action;
Signal = signal;
}
public Action Action { get; }
public ManualResetEvent Signal { get; }
}
}
static async Task Main(string[] args) {
var ctx = new CustomSyncContext();
// set sync context
SynchronizationContext.SetSynchronizationContext(ctx);
// now execute our async stuff
var task = DoStuff().ContinueWith(x => ctx.Shutdown());
// now run the loop of sync context on the main thread.
// but, how do we know when to stop? Something from outside should singal that
// in the case signal is completion of DoStuff task
// note that most of the time main thread is still blocked while waiting for items in queue
ctx.Start();
}
private static async Task DoStuff() {
try {
// starting with thread 1
Cef.Initialize(new CefSettings());
// this method returns on thread 4
await SomePageLoad();
}
finally {
Cef.Shutdown();
// signal the context we are done, so that main thread can unblock
Console.WriteLine("done");
}
}