cocos2dx使用pthread注意事项[zt]
Now, you can use pthread in cocos2d-x, but there are some limitations.
1. Don't call any functions which invokes CCObject::retain()
, CCObject::release()
or CCObject::autorelease()
, because CCAutoreleasePool are not thread-safe. Please refer to Reference Count and AutoReleasePool in Cocos2d-x for more details. Cocos2d-x use CCAutoreleasePool every where in its framework, so my suggestion is that, don't invoke any cocos2d-x API in a new thread except Data Structures.
2. If you want to load resources in a new thread, you can use CCTextureCache::addImageAsync()
3. pthread_cond_wait()
seems have a bug, it can not wait at the first time, but works properly in subsequence.
If we make retain(), release() and autorealese() thread-safe, then mutex would be required. For the reason that cocos2d-x framework releases the autorelease pool at each end of message loop, using mutex may cause performance issue.
By the way, OpenGL context is not thread-safe, which you should always keep in mind.
cocos2d-x/extensions/network/HttpClient.cpp uses pthread_t
and pthread_mutex_t
to create network thread. You can look into it as a sample.
Simple pthread example that shows how to run a function in a separate thread, pass a structure to it and set a mutex:
1pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
2
3struct SimpleStructure
4{
5 int data;
6 float otherData;
7};
8
9void* ThreadFunction(void* arg)
10{
11 pthread_mutex_lock(&mutex);
12 SimpleStructure* args = (SimpleStructure*)arg;
13 // do something with args->data and args->otherData
14 delete args;
15 pthread_mutex_unlock(&mutex);
16 return NULL;
17}
18
19void CreateThread()
20{
21 pthread_t thread;
22 SimpleStructure* args = new SimpleStructure();
23 args->data = 1;
24 args->otherData = 2.0f;
25 pthread_create(&thread, NULL, &ThreadFunction, args);
26}