Unity 多线程获取数据(使用Loom + Messenger)

一个新建项目,做了两个多月才发现忘记写多线程获取数据导致卡顿,然后尝试去改动,但是不想把主动被动的部分的结构打乱,使用了Loom解决子线程完成后向主线程广播。
Messenger本身用在子线程会出现 get_isActiveAndEnabled can only be called from the main thread.的报错,但是如果改成主线程主动获取数据,却会卡在静态不静态的问题上面,由于我学艺不精无法解决static不static的问题,最后找到用Loom实现在子线程使用Messenger的Broadcast。

Loom代码,挂在SceneManager上面,如果有几个Scene的话则挂在DoNotDestroy类的GameObject上面。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;

/// <summary>
/// Loom 用以在主线程和子线程间传递。
/// https://blog.csdn.net/luoyikun/article/details/78650904
/// http://www.voidcn.com/article/p-slikogln-da.html
/// </summary>

public class Loom : MonoBehaviour
{
    
    
    public static int maxThreads = 8;
    static int numThreads;
    private static Loom _current;
    private int _count;
    public static Loom Current
    {
    
    
        get
        {
    
    
            Initialize();
            return _current;
        }
    }

    void Awake()
    {
    
    
        _current = this;
        initialized = true;
    }
    static bool initialized;

    static void Initialize()
    {
    
    
        if (!initialized)
        {
    
    

            if (!Application.isPlaying)
                return;
            initialized = true;
            var g = new GameObject("Loom");
            _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)
        {
    
    
            lock (Current._delayed)
            {
    
    
                Current._delayed.Add(new DelayedQueueItem {
    
     time = Time.time + time, action = action });
            }
        }
        else
        {
    
    
            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();
        }
    }
}

目测这个可以最多容纳8个线程,目前我只用到1个,所以以后可能会补充其他坑。

线程部分,首先创建线程部分就需要用Loom的。

void Start()
{
    
    
	//开启一个线程连接,必须的,否则主线程卡死(正常操作)
	//connectThread = new Thread(new ThreadStart(ThreadToParse));
	//connectThread.Start();
	
	
	// 用Loom的方法调用一个线程
	Loom.RunAsync(
	    () =>
	    {
    
    
	        Thread thread = new Thread(ThreadToParse);
	        thread.Start();
	    }
	    );
}

关闭线程部分我没有找到这个例子,目前停止运行的时候的确会报错,这坑以后看着填吧。

void OnDestroy()
{
    
    
    //关闭线程(正常操作)
    if (connectThread != null)
    {
    
    
        //connectThread.Interrupt();
        connectThread.Abort();
    }
}

连接主线程部分:
也可以正常地在广播中带有任何需要的数据。
,null是指延迟时间,不需要的话也可以去掉。

Loom.QueueOnMainThread(
	() => 
	{
    
     
		Messenger.Broadcast("WhatEverYouWantToBroadcast"); 
	}, 
	null);

就这。
其他没有填的坑随缘填,说不定哪天我又踩回来这个坑我就会填。。

相关阅读:
广播部分可以参考这个教程:https://www.xuanyusong.com/archives/2165

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转载自blog.csdn.net/MikeW138/article/details/107025591