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;
}
}
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