UnrealEngine:多线程

FRunnable

 FRunnable是一个线程的接口,提供Init Run等虚函数

 

FRunnableThread

通过FRunnableThread::Create来创建线程,调用Init Run等执行,最后Stop Exit Kill

FRunnableThread* m_Thread = nullptr

 

class MYPROOBJECT_API  MyRunnableObject : public FRunnable

{

public:

  MyRunnableObject();

  virtual ~MyRunnableObject();

 

  int RunTime = 0;

  bool bIsRunning = false;

 

  virtual bool Init()

  {

  bIsRunning = true;

  UE_LOG(LogTemp,  Display, Text("Init"));

  return true;

  }

 

  virtual unit32 Run()

  {

  while(bIsRunning)

  {

  UE_LOG(LogTemp, Display, TEXT("Run"), Runtime);

  ++RunTime;

  FPlatformProcess::Sleep(1);

  }

  return 0;

  }

 

  virtual void Stop()

  {

  UE_LOG(LogTemp, Display, TEXT("Kill is call FRunnableThread, stop now"));

  bIsRunning = false;

  }

 

  virtual void Exit()

  {

  UE_LOG(LogTemp, Display, TEXT("Run finished"));

  }

};

 

UCLASS()

class MYPROJECT_API AMyProjectGameModeBase : public AGameModeBase
{

  GENERATED_BODY()

public:

  virtual vodi BeginPlay();

  MyRunnableObject* myRunnableObj;

  FTimerHandle timerHandle;

  FRunnableThread* myThread;

  UFUNCTION()

  void OnTimer();

};

 

void AMyProjectGameModeBase::BeginPlay()

{

  Super::BeginPlay();

  myRunnableObj = new MyRunnableObject();

  myThread = FRunnableThread::Create(myRunnableObj, TEXT("myRunnableObj"));

  GetWorldTimerManager().SetTimer(timerHandle, this, &AMyProjectGameModeBase::OnTimer, 5.0f);

}

 

void AMyProjectGameModeBase::OnTimer()

{

  if (myThread)

  {

    myThread->Kill(true);

    delete myRunnableObj;

    delete myThread;

  }

}

 

posted @   言午丶  阅读(65)  评论(0编辑  收藏  举报
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