【Unity 多线程】Loom源码解析

背景

直奔主题。。

解析

先看一个loom的使用案例,其中RunAsync方法参数是个Action,先执行子线程的代码,执行完成后将回调代码放到一个队列里,在主线程update周期函数中再执行回调代码。

完整源码

   void Start () {
            Loom.Initialize();
        }
 
        void ReceiveFromServerHandle(string msg)
        {
            Loom.RunAsync(() => {
     
                //子线程需要执行的代码写在这里
                //msg.format...
     
                //主线程执行代码
                Loom.QueueOnMainThread(() =>
                {
                    textReceiveMsg.text += msg + "\r\n";
                });
     
            });
     
            Debug.Log("receive:" + msg);
        }
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;

namespace test
{
    public class Loom : MonoBehaviour
    {
        public static int maxThreads = 8;
        static int numThreads;

        private static Loom _current;

        public static Loom Current
        {
            get
            {
                Initialize();
                return _current;
            }
        }
        //####去除Awake
        //  void Awake()  
        //  {  
        //      _current = this;  
        //      initialized = true;  
        //  }  

        static bool initialized;

        //####作为初始化方法自己调用,可在初始化场景调用一次即可
        public static void Initialize()
        {
            if (!initialized)
            {
                if (!Application.isPlaying)
                    return;
                initialized = true;
                GameObject g = new GameObject("Loom");
                //####永不销毁
                DontDestroyOnLoad(g);
                _current = g.AddComponent<Loom>();
            }
        }

        private List<Action> _actions = new List<Action>();

        public struct DelayedQueueItem
        {
            public float time;
            public Action action;
        }

        private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();

        List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();

        public static void QueueOnMainThread(Action action)
        {
            QueueOnMainThread(action, 0f);
        }

        public static void QueueOnMainThread(Action action, float time)
        {
            if (time != 0)
            {
                if (Current != null)
                {
                    lock (Current._delayed)
                    {
                        Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
                    }
                }
            }
            else
            {
                if (Current != null)
                {
                    lock (Current._actions)
                    {
                        Current._actions.Add(action);
                    }
                }
            }
        }

        public static Thread RunAsync(Action a)
        {
            Initialize();
            while (numThreads >= maxThreads)
            {
                Thread.Sleep(1);
            }

            Interlocked.Increment(ref numThreads);
            ThreadPool.QueueUserWorkItem(RunAction, a);
            return null;
        }

        private static void RunAction(object action)
        {
            try
            {
                ((Action)action)();
            }
            catch
            {
            }
            finally
            {
                Interlocked.Decrement(ref numThreads);
            }
        }

        void OnDisable()
        {
            if (_current == this)
            {
                _current = null;
            }
        }

        // Use this for initialization  
        void Start()
        {
        }

        List<Action> _currentActions = new List<Action>();

        // Update is called once per frame  
        void Update()
        {
            lock (_actions)
            {
                _currentActions.Clear();
                _currentActions.AddRange(_actions);
                _actions.Clear();
            }

            foreach (var a in _currentActions)
            {
                a();
            }

            lock (_delayed)
            {
                _currentDelayed.Clear();
                _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
                foreach (var item in _currentDelayed)
                    _delayed.Remove(item);
            }

            foreach (var delayed in _currentDelayed)
            {
                delayed.action();
            }
        }
    }
}
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