多线程接触

2019-07-17  本文已影响0人  叫我颜先生

简介

自己开始接触一下多线程

Thread

属性 说明
CurrentThreadManagedThreadId get 当前线程
Name get;set 线程名称
IsBackground get;set 是否为后台线程
IsThreadPoolThread get 是否属于托管线程池
ManagedThreadId get 当前托管线程唯一标识符
IsAlive 当前线程执行状态
Priority 当前线程调度优先级
ThreadState 当前线程的状态(运行停止后台禁止…)

方法:

方法 说明
Start 开启
Suspend 挂起
Resume 继续挂起的线程
Abort 终止
Sleep 当前线程挂起或阻塞指定时间

简单实例

threadpool

方法 说明
GetMaxThreads(out workerThreads, out completePortsThreads) 线程池最大线程数,线程池异步IO最大线程数(默认我的60,30)
GetMinThreads 最小(默认我的4,4)
SetMaxTheads
SetMinThreads
QueueUserWorkItem 线程加入线程池,等待线程池调派执行

Loom

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

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

    private static Loom _current;
    //private int _count;
    public static Loom Current
    {
        get
        {
            Initialize();
            return _current;
        }
    }

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

    private static bool initialized;

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

            if (!Application.isPlaying)
                return;
            initialized = true;
            var g = new GameObject("Loom");
            _current = g.AddComponent<Loom>();
#if !ARTIST_BUILD
            UnityEngine.Object.DontDestroyOnLoad(g);
#endif
        }

    }
    public struct NoDelayedQueueItem
    {
        public Action<object> action;
        public object param;
    }

    private List<NoDelayedQueueItem> _actions = new List<NoDelayedQueueItem>();
    public struct DelayedQueueItem
    {
        public float time;
        public Action<object> action;
        public object param;
    }
    private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
    private List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();

    public static void QueueOnMainThread(Action<object> taction, object tparam)
    {
        QueueOnMainThread(taction, tparam, 0f);
    }
    public static void QueueOnMainThread(Action<object> taction, object tparam, float time)
    {
        if (time != 0)
        {
            lock (Current._delayed)
            {
                Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = taction, param = tparam });
            }
        }
        else
        {
            lock (Current._actions)
            {
                Current._actions.Add(new NoDelayedQueueItem { action = taction, param = tparam });
            }
        }
    }

    public static Thread RunAsync(Action a)
    {
        Initialize();
        while (numThreads >= maxThreads)
        {
            Thread.Sleep(100);
        }
        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);
        }

    }

    private void OnDisable()
    {
        if (_current == this)
        {

            _current = null;
        }
    }



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

    }

    private List<NoDelayedQueueItem> _currentActions = new List<NoDelayedQueueItem>();

    // Update is called once per frame
    private void Update()
    {
        if (_actions.Count > 0)
        {
            lock (_actions)
            {
                _currentActions.Clear();
                _currentActions.AddRange(_actions);
                _actions.Clear();
            }
            for (int i = 0; i < _currentActions.Count; i++)
            {
                _currentActions[i].action(_currentActions[i].param);
            }
        }

        if (_delayed.Count > 0)
        {
            lock (_delayed)
            {
                _currentDelayed.Clear();
                _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
                for (int i = 0; i < _currentDelayed.Count; i++)
                {
                    _delayed.Remove(_currentDelayed[i]);
                }
            }

            for (int i = 0; i < _currentDelayed.Count; i++)
            {
                _currentDelayed[i].action(_currentDelayed[i].param);
            }
        }
    }
}

调用:

//创建线程
Loom.RunAsync(() => {
    Thread thread = new Thread(Start1);
    thread.Start();
});

//回调        
Loom.QueueOnMainThread((param) =>
{
    Debug.LogError("1");
}, null);  
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