FAsyncTask
和 FAutoDeleteAsyncTask
,一般声明为友元函数,FNonAbandonableTask 派生类作为模板FNonAbandonableTask
是要继承的基类,不可被终止的任务,可以看作是任务执行体的抽象DoWork()
实现具体任务,自定义类作为模板参数StartBackgroundTask()
将任务扔到线程池中去执行StartSynchronousTask()
直接在当前线程执行EnsureCompletion()
可以等待任务完成SimpleAsyncTask 类
class SimpleAsyncTask :FNonAbandonableTask
{
FString m_TaskName;
int32 m_MaxNumber;
friend class FAsyncTask<SimpleAsyncTask>;
public:
// 构造函数
SimpleAsyncTask(const FString& TaskName, int32 MaxNumber)
: m_TaskName(TaskName), m_MaxNumber(MaxNumber) {}
// 析构函数
~SimpleAsyncTask()
{
UE_LOG(LogTemp, Warning, TEXT("Task[%s] End"), *m_TaskName);
}
// 具体任务逻辑执行
void DoWork()
{
UE_LOG(LogTemp, Warning, TEXT("Task[%s] Start"), *m_TaskName);
int CurrentNum = 0;
while (CurrentNum < m_MaxNumber)
{
CurrentNum++;
UE_LOG(LogTemp, Warning, TEXT("Task[%s] CurrentNum:%d"), *m_TaskName, CurrentNum);
}
}
// 固定写法,本类将作为函数参数
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(SimpleAsyncTask, STATGROUP_ThreadPoolAsyncTasks);
}
};
调用任务的Actor——AAsyncTaskActor
UFUNCTION(BlueprintCallable)
void CreateAsyncTask(const FString& TaskName, int32 MaxNumber);
void AAsyncTaskActor::CreateAsyncTask(const FString& TaskName, int32 MaxNumber)
{
UE_LOG(LogTemp, Warning, TEXT("Task[%s] Created"), *TaskName);
FAsyncTask<SimpleAsyncTask>* MyTask = new FAsyncTask<SimpleAsyncTask>(TaskName, MaxNumber);
MyTask->StartBackgroundTask();
// MyTask->StartSynchronousTask; 在当前线程执行,可能会导致主线程阻塞
// MyTask->IsDone() 可以配合定时器检测是否完成任务
//等待任务完成后,进行手动删除
MyTask->EnsureCompletion();
delete MyTask;
MyTask = nullptr;
}
AutoDeleteSimpleAsyncTask 类
class AutoDeleteSimpleAsyncTask :FNonAbandonableTask
{
FString m_TaskName;
int32 m_MaxNumber;
friend class FAutoDeleteAsyncTask<AutoDeleteSimpleAsyncTask>;
public:
// 构造函数
AutoDeleteSimpleAsyncTask(const FString& TaskName, int32 MaxNumber)
: m_TaskName(TaskName), m_MaxNumber(MaxNumber) {}
// 析构函数
~AutoDeleteSimpleAsyncTask()
{
UE_LOG(LogTemp, Warning, TEXT("Task[%s] End"), *m_TaskName);
}
// 具体任务逻辑执行
void DoWork()
{
UE_LOG(LogTemp, Warning, TEXT("Task[%s] Start"), *m_TaskName);
int CurrentNum = 0;
while (CurrentNum < m_MaxNumber)
{
CurrentNum++;
UE_LOG(LogTemp, Warning, TEXT("AutoDeleteTask[%s] CurrentNum:%d"), *m_TaskName, CurrentNum);
}
}
// 固定写法,本类将作为函数参数
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(SimpleAsyncTask, STATGROUP_ThreadPoolAsyncTasks);
}
};
调用任务的Actor——AAsyncTaskActor
UFUNCTION(BlueprintCallable)
void CreateAutoDeleteAsyncTask(const FString& TaskName, int32 MaxNumber);
void AAsyncTaskActor::CreateAutoDeleteAsyncTask(const FString& TaskName, int32 MaxNumber)
{
UE_LOG(LogTemp, Warning, TEXT("AutoDeleteTask[%s] Created"), *TaskName);
// 任务完成后,自动删除
(new FAutoDeleteAsyncTask<AutoDeleteSimpleAsyncTask>(TaskName, MaxNumber))->StartSynchronousTask();
}
【UE4 C++ 基础知识】<14> 多线程——AsyncTask
原文:https://www.cnblogs.com/shiroe/p/14724496.html