上篇介绍了ThreadWaitHelper类,ThreadManager.cs:游戏项目多线程管理控制器,其他外界模块系统,只需要通过该控制器开启线程执行任务函数。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading;
/*
* Author:W
* 线程管理器
* 1)主线程操作
* 2)非主线程操作
*/
namespace W.GameFramework.MultiThread
{
public class ThreadManager:MonoBehaviour
{
/// <summary>
/// 开启协程,间隔多少秒检测是否有待处理主线程任务,如果有则将它们执行
/// </summary>
private float WaitForSecondsTime = 0.005f;
#region 单例
private static ThreadManager instance;
/// <summary>
/// 非主线程工具单例
/// </summary>
public static ThreadManager Instance
{
get
{
if (instance == null)
{
GameObject ThreadManagerObj = new GameObject("ThreadManager");
instance = ThreadManagerObj.AddComponent<ThreadManager>();
GameObject.DontDestroyOnLoad(ThreadManagerObj);
UnityAppMonitor.Instance.Init();
MainThreadHelper.Init();
SingleThreadHelper.Init();
}
return instance;
}
}
void Awake()
{
if (instance != null)
{
GameObject.Destroy(this.gameObject);
}
else
{
InvokeRepeating("DealMainThreadTasks", WaitForSecondsTime, WaitForSecondsTime);
}
}
/// <summary>
/// 初始化
/// </summary>
public void Init()
{
}
#endregion
#region 独立线程执行任务
/// <summary>
/// 使用独立线程处理任务
/// 【不带参数】
/// </summary>
/// <param name="threadStart"></param>
/// <param name="priority"></param>
/// <returns></returns>
public Thread DealTaskBySingleThread(ThreadStart threadStart, System.Threading.ThreadPriority priority = System.Threading.ThreadPriority.Normal)
{
return SingleThreadHelper.DealTaskBySingleThread(threadStart,priority);
}
/// <summary>
/// 使用独立线程处理任务
/// 【带参数】
/// </summary>
/// <param name="threadStart"></param>
/// <param name="arg"></param>
/// <param name="priority"></param>
/// <returns></returns>
public Thread DealTaskBySingleThread(ParameterizedThreadStart threadStart, object arg, System.Threading.ThreadPriority priority = System.Threading.ThreadPriority.Normal)
{
return SingleThreadHelper.DealTaskBySingleThread(threadStart,arg,priority);
}
#endregion
#region 使用线程池处理多任务
/// <summary>
/// 使用线程池来处理多任务
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="taskExecutor"></param>
/// <param name="taskArr"></param>
/// <param name="onComplete"></param>
/// <param name="onTaskDataComplete"></param>
/// <param name="maxThreads"></param>
/// <param name="ForceToMainThread"></param>
/// <returns></returns>
public ThreadPoolHelper DealMultiThreadedTaskExecution<T>(ThreadTaskExecutor<T> taskExecutor, T[] taskArr, MultiThreadedTaskComplete<T> onComplete, MultiThreadedTaskDataComplete<T> onTaskDataComplete, int maxThreads = -1,ThreadPoolHelper threadPoolHelper = null,bool ForceToMainThread = false)
{
return MultiThreadedTaskLoadHelper.DealMultiThreadTaskLoadExcution<ThreadTaskExecutor<T>, T>(taskExecutor, taskArr, null, onComplete, onTaskDataComplete, maxThreads,threadPoolHelper,ForceToMainThread);
}
/// <summary>
/// 使用线程池来处理多任务
/// 【带任务索引】
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="taskExecutor"></param>
/// <param name="taskArr"></param>
/// <param name="onComplete"></param>
/// <param name="onTaskDataComplete"></param>
/// <param name="maxThreads"></param>
/// <param name="ForceToMainThread"></param>
/// <returns></returns>
public ThreadPoolHelper DealMultiThreadedTaskExecution<T>(ThreadTaskExecutorIndexed<T> taskExecutor, T[] taskArr, MultiThreadedTaskComplete<T> onComplete, MultiThreadedTaskDataComplete<T> onTaskDataComplete, int maxThreads = -1, ThreadPoolHelper threadPoolHelper = null, bool ForceToMainThread = false)
{
return MultiThreadedTaskLoadHelper.DealMultiThreadTaskLoadExcution<ThreadTaskExecutorIndexed<T>, T>(taskExecutor, taskArr, null, onComplete, onTaskDataComplete, maxThreads,threadPoolHelper,ForceToMainThread);
}
/// <summary>
/// 使用线程池来处理多任务
/// 【带任务参数】
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="taskExecutor"></param>
/// <param name="taskArr"></param>
/// <param name="onComplete"></param>
/// <param name="onTaskDataComplete"></param>
/// <param name="maxThreads"></param>
/// <param name="ForceToMainThread"></param>
/// <returns></returns>
public ThreadPoolHelper DealMultiThreadedTaskExecution<T>(ThreadTaskExecutorArg<T> taskExecutor, T[] taskArr,object arg, MultiThreadedTaskComplete<T> onComplete, MultiThreadedTaskDataComplete<T> onTaskDataComplete, int maxThreads = -1, ThreadPoolHelper threadPoolHelper = null, bool ForceToMainThread = false)
{
return MultiThreadedTaskLoadHelper.DealMultiThreadTaskLoadExcution<ThreadTaskExecutorArg<T>, T>(taskExecutor, taskArr, arg, onComplete, onTaskDataComplete, maxThreads, threadPoolHelper, ForceToMainThread);
}
/// <summary>
/// 使用线程池来处理多任务
/// 【带任务索引和参数】
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="taskExecutor"></param>
/// <param name="taskArr"></param>
/// <param name="onComplete"></param>
/// <param name="onTaskDataComplete"></param>
/// <param name="maxThreads"></param>
/// <param name="ForceToMainThread"></param>
/// <returns></returns>
public ThreadPoolHelper DealMultiThreadedTaskExecution<T>(ThreadTaskExecutorArgIndexed<T> taskExecutor, T[] taskArr, object arg, MultiThreadedTaskComplete<T> onComplete, MultiThreadedTaskDataComplete<T> onTaskDataComplete, int maxThreads = -1, ThreadPoolHelper threadPoolHelper = null, bool ForceToMainThread = false)
{
return MultiThreadedTaskLoadHelper.DealMultiThreadTaskLoadExcution<ThreadTaskExecutorArgIndexed<T>, T>(taskExecutor, taskArr, arg, onComplete, onTaskDataComplete, maxThreads,threadPoolHelper,ForceToMainThread);
}
#endregion
#region 使用主线程执行任务
/// <summary>
/// 让主线程来执行任务
/// </summary>
/// <param name="mainThreadHandler"></param>
/// <param name="waitForExecution"></param>
public void DealTaskByMainThread(MainThreadHandler mainThreadHandler, bool waitForExecution = false)
{
MainThreadHelper.DealTaskByMainThread(mainThreadHandler,waitForExecution);
}
/// <summary>
/// 使用主线程来执行任务
/// 【带参数】
/// </summary>
/// <param name="threadHandlerWithArg"></param>
/// <param name="arg"></param>
/// <param name="waitForExecution"></param>
public void DealTaskWithArgByMainThread(MainThreadHandlerWithArg threadHandlerWithArg,object arg, bool waitForExecution = false)
{
MainThreadHelper.DealTaskWithArgByMainThread(threadHandlerWithArg,arg,waitForExecution);
}
/// <summary>
/// 让主线程执行任务
/// 【有返回值】
/// </summary>
/// <param name="mainThreadHandlerWithReturn"></param>
/// <returns></returns>
public object DealTaskWithReturnByMainThread(MainThreadHandlerWithReturn mainThreadHandlerWithReturn)
{
return MainThreadHelper.DealTaskWithReturnByMainThread(mainThreadHandlerWithReturn);
}
/// <summary>
/// 让主线程执行该任务
/// 【带参数,也有返回值】
/// </summary>
/// <param name="mainThreadHandlerWithArgAndReturn"></param>
/// <param name="arg"></param>
/// <returns></returns>
public object DealTaskWithArgAndReturnByMainThread(MainThreadHandlerWithArgAndReturn mainThreadHandlerWithArgAndReturn,object arg)
{
return MainThreadHelper.DealTaskWithArgAndReturnByMainThread(mainThreadHandlerWithArgAndReturn,arg);
}
#endregion
#region 线程休眠
/// <summary>
/// 让当前线程休眠特定帧数
/// </summary>
/// <param name="waitFrames"></param>
public void WaitForNextFrame(int waitFrames = 1)
{
ThreadWaitHelper.WaitForNextFrame(waitFrames);
}
/// <summary>
/// 让当前线程休眠特定秒数
/// </summary>
/// <param name="seconds"></param>
public void WaitForSeconds(float seconds)
{
ThreadWaitHelper.WaitForSeconds(seconds);
}
#endregion
#region 当前帧
private int curFrame = 0;
/// <summary>
/// 当前帧
/// </summary>
public int CurFrame
{
get { return curFrame; }
}
public void Update()
{
curFrame = Time.frameCount;
DealMainThreadTasks();
}
#endregion
/// <summary>
/// 新建多线程调度对象
/// </summary>
/// <returns></returns>
public ThreadPoolHelper CreateThreadPoolHelper()
{
GameObject go = new GameObject("ThreadPoolHelper");
return go.AddComponent<ThreadPoolHelper>();
}
/// <summary>
/// 检查如果游戏App不处于活跃状态并且也不是主线程,则间歇性休眠或者停止当前线程
/// </summary>
public void SleepOrAbortIfUnityInactive()
{
while (!UnityAppMonitor.Instance.Active && !MainThreadHelper.CheckIsMainThread())
{
if (UnityAppMonitor.Instance.Running)
{
Thread.Sleep(100);
}
else
{
Thread.CurrentThread.Interrupt();
Thread.CurrentThread.Join();
}
}
}
/// <summary>
/// 定期检查处理主线程的缓存的任务
/// </summary>
private void DealMainThreadTasks()
{
MainThreadHelper.DealWithTasks();
}
void OnApplicationQuit()
{
SingleThreadHelper.AbortRunningThreads();
}
}
}