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。