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在UE4中创建多线程

在UE4中创建多线程

作者: xiaoxingyun | 来源:发表于2019-03-10 16:05 被阅读0次

    以下参考链接:https://wiki.unrealengine.com/index.php?title=Multi-Threading:_How_to_Create_Threads_in_UE4

    以下是如何在UE4中创建线程,主要实现了:
    • 创建一个线程来计算前50000个素数。
    • 把计算完成的数据发送给主线程
    • 静态函数,用于启动、关闭、查找线程是否已经完成。
      这虽然是一个可行的方案,但是在创建许多任务时,可能会达到CPU可以处理的并发上限,此时并发线程实际上会在争用CPU时间时相互阻碍。FQueuedThreadPool可以限制任务可用的线程数。
      .h
    // Fill out your copyright notice in the Description page of Project Settings.
    
    #pragma once
    
    #include "CoreMinimal.h"
    
    /**
     * 
     */
    class THREADPROJECT_API FPrimeNumberWorker : public FRunnable
    {
        /** Singleton instance, can access the thread any time via static accessor, if it is active! */
        static  FPrimeNumberWorker* Runnable;
    
        /** Thread to run the worker FRunnable on */
        FRunnableThread* Thread;
    
        /** The Data Ptr */
        TArray<uint32>* PrimeNumbers;
    
        /** The PC */
        class AVictoryGamePlayerController* ThePC;
    
        /** Stop this thread? Uses Thread Safe Counter */
        FThreadSafeCounter StopTaskCounter;
    
        //The actual finding of prime numbers
        int32 FindNextPrimeNumber();
    
    private:
    
        int32 PrimesFoundCount;
    
    public:
    
        int32 TotalPrimesToFind;
    
        //判断是否完成
        bool IsFinished() const
        {
            return PrimesFoundCount >= TotalPrimesToFind;
        }
    
        //~~~ Thread Core Functions ~~~
    
        //Constructor / Destructor
        FPrimeNumberWorker( TArray<uint32>& TheArray , const int32 IN_PrimesToFindPerTick ,class AVictoryGamePlayerController* IN_PC );
        virtual ~FPrimeNumberWorker();
    
        // Begin FRunnable interface.
        virtual bool Init();
        virtual uint32 Run();
        virtual void Stop();
        // End FRunnable interface
    
        /** 确保线程被正确的停止 */
        void EnsureCompletion();
    
    
    
        //~~~ 开启,停止线程~~~
    
    
    
        /*
            Start the thread and the worker from static (easy access)!
            确保当前只有一个 thread实例在运行.
            This function returns a handle to the newly started instance.
        */
        static FPrimeNumberWorker* JoyInit( TArray<uint32>& TheArray , const int32 IN_TotalPrimesToFind , AVictoryGamePlayerController* IN_PC );
    
        /** 关闭线程,静态函数可以方便在外面调用*/
    
        static void Shutdown();
    
        static bool IsThreadFinished();
    
        
        
        
        
    };
    

    .cpp

    #include "FPrimeNumberWorker.h"
    #include "ThreadingBase.h"
    #include "VictoryGamePlayerController.h"
    
    
    //***********************************************************
    //Thread Worker Starts as NULL, prior to being instanced
    //      This line is essential! Compiler error without it
    FPrimeNumberWorker* FPrimeNumberWorker::Runnable = NULL;
    //***********************************************************
    
    FPrimeNumberWorker::FPrimeNumberWorker( TArray<uint32>& TheArray , const int32 IN_TotalPrimesToFind , AVictoryGamePlayerController* IN_PC )
        : ThePC( IN_PC ),
        TotalPrimesToFind( IN_TotalPrimesToFind )
        , StopTaskCounter( 0 )
        , PrimesFoundCount( 0 )
    {
        //Link to where data should be stored
        PrimeNumbers = &TheArray;
    
        Thread = FRunnableThread::Create( this , TEXT( "FPrimeNumberWorker" ) , 0 , TPri_BelowNormal ); //windows default = 8mb for thread, could specify more
    }
    
    FPrimeNumberWorker::~FPrimeNumberWorker()
    {
        delete Thread;
        Thread = NULL;
    }
    
    //Init
    bool FPrimeNumberWorker::Init()
    {
        //Init the Data 
        PrimeNumbers->Empty();
        PrimeNumbers->Add( 2 );
        PrimeNumbers->Add( 3 );
    
        if( ThePC )
        {
            ThePC->ClientMessage( "**********************************" );
            ThePC->ClientMessage( "Prime Number Thread Started!" );
            ThePC->ClientMessage( "**********************************" );
        }
        return true;
    }
    
    //Run
    uint32 FPrimeNumberWorker::Run()
    {
        //Initial wait before starting
        FPlatformProcess::Sleep( 0.03 );
    
        //确保没有手动停止线程
        //      and 查找没有完成
        while( StopTaskCounter.GetValue() == 0 && !IsFinished() )
        {
            PrimeNumbers->Add( FindNextPrimeNumber() );
            PrimesFoundCount++;
    
            //***************************************
            //Show Incremental Results in Main Game Thread!
    
            //  Please note you should not create, destroy, or modify UObjects here.
            //    Do those sort of things after all thread are completed.
    
            //    All calcs for making stuff can be done in the threads
            //       But the actual making/modifying of the UObjects should be done in main game thread.
    
            ThePC->ClientMessage( FString::FromInt( PrimeNumbers->Last() ) );
    
            //***************************************
    
            //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            //prevent thread from using too many resources
            //FPlatformProcess::Sleep(0.01);
            //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        }
    
        //Run FPrimeNumberWorker::Shutdown() from the timer in Game Thread that is watching
            //to see when FPrimeNumberWorker::IsThreadFinished()
    
        return 0;
    }
    
    //stop
    void FPrimeNumberWorker::Stop()
    {
        StopTaskCounter.Increment();
    }
    
    FPrimeNumberWorker* FPrimeNumberWorker::JoyInit( TArray<uint32>& TheArray , const int32 IN_TotalPrimesToFind , AVictoryGamePlayerController* IN_PC )
    {
        //Create new instance of thread if it does not exist
        //      and the platform supports multi threading!
        if( !Runnable && FPlatformProcess::SupportsMultithreading() )
        {
            Runnable = new FPrimeNumberWorker( TheArray , IN_TotalPrimesToFind , IN_PC );
        }
        return Runnable;
    }
    
    void FPrimeNumberWorker::EnsureCompletion()
    {
        Stop();
        Thread->WaitForCompletion();
    }
    
    void FPrimeNumberWorker::Shutdown()
    {
        if( Runnable )
        {
            Runnable->EnsureCompletion();
            delete Runnable;
            Runnable = NULL;
        }
    }
    
    bool FPrimeNumberWorker::IsThreadFinished()
    {
        if( Runnable ) return Runnable->IsFinished();
        return true;
    }
    int32 FPrimeNumberWorker::FindNextPrimeNumber()
    {
        //Last known prime number  + 1
        int32 TestPrime = PrimeNumbers->Last();
    
        bool NumIsPrime = false;
        while( !NumIsPrime )
        {
            NumIsPrime = true;
    
            //Try Next Number
            TestPrime++;
    
            //Modulus from 2 to current number - 1 
            for( int32 b = 2; b < TestPrime; b++ )
            {
                //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                //prevent thread from using too many resources
                //FPlatformProcess::Sleep(0.01);
                //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                if( TestPrime % b == 0 )
                {
                    NumIsPrime = false;
                    break;
                    //~~~
                }
            }
        }
    
        //Success!
        return TestPrime;
    }
    
    

    需要创建线程时在可以在playerController里直接调用静态函数JoyInit,停止调用shutDown。

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