void Awake() { Application.targetFrameRate = 25; myThreadScheduler = Loom.CreateThreadPoolScheduler(); //--------------- Ending Single threaded routine -------------------- threadA = Loom.StartSingleThread(EndingSingleThreadCoroutine, System.Threading.ThreadPriority.Normal, true); //--------------- Ending Single threaded routine -------------------- //--------------- Continues Single threaded routine -------------------- threadB = Loom.StartSingleThread(ContinuesSingleThreadCoroutine, System.Threading.ThreadPriority.Normal, true); //--------------- Continues Single threaded routine -------------------- //--------------- Start Multithreaded packages -------------------- int i = TestWorkerObjects; IThreadWorkerObject[] workerObjects = new IThreadWorkerObject[TestWorkerObjects]; while (--i > -1) { workerObjects[i] = new LotsOfNumbers(UnityEngine.Random.Range(minCalculations, maxCalculations)); } myThreadScheduler.StartASyncThreads(workerObjects, OnThreadWorkComplete, OnWorkerObjectDone, maxThreads); StartCoroutine(AbortAllThreadsAfterDelay()); //--------------- Start Multithreaded packages -------------------- }
//--------------------------------------- 4 MULTI THREADED WORK EXECUTION OVERLOADS -------------------------------------- //--------------------------------------- 4 MULTI THREADED WORK EXECUTION OVERLOADS -------------------------------------- //--------------------------------------- THREAD POOL SCHEDULAR -------------------------------------- //--------------------------------------- THREAD POOL SCHEDULAR -------------------------------------- #region THREAD POOL SCHEDULAR /// <summary> /// Unlike "StartMultithreadedWorkloadExecution", you will have to build your own IThreadWorkerObject. /// Downside: It requires some extra work. Upside: you got more controll over what goes in and comes out /// Infact: You can create you own polymorphed IThreadWorkerObject-array, each ellement being a completely different type. For example: the statemachines of enemies are IThreadWorkerObject's and the array contains completely different classes with enemies/AI-behaviours. /// </summary> /// <param name="workerObjects">An array of IThreadWorkerObject objects to be handled by the threads. If you want multiple cores/threads to be active, make sure that the number of IThreadWorkerObject's proves matches/exeeds your preferred number maxWorkingThreads. </param> /// <param name="onComplete">Fired when all re-packaged workLoad-objects are finished computing</param> /// <param name="onPackageExecuted">Fires foreach finished re-packaged set of workLoad-object</param> /// <param name="maxThreads"> Lets you choose how many threads will be run simultaneously by the threadpool. Default: -1 == number of cores minus one, to make sure the MainThread has at least one Core to run on. (quadcore == 1 Core Mainthread, 3 cores used by the ThreadPoolScheduler)</param> /// <param name="scheduler">If Null, a new ThreadPoolScheduler will be instantiated.</param> /// <param name="safeMode">Executes all the computations within try-catch events, logging it the message + stacktrace</param> /// <returns>A ThreadPoolScheduler that handles all the repackaged workLoad-Objects</returns> public static ThreadPoolScheduler StartMultithreadedWorkerObjects(IThreadWorkerObject[] workerObjects, ThreadPoolSchedulerEvent onCompleteCallBack, ThreadedWorkCompleteEvent onPackageExecuted = null, int maxThreads = -1, ThreadPoolScheduler scheduler = null, bool safeMode = true) { if (scheduler == null) { scheduler = CreateThreadPoolScheduler(); } scheduler.StartASyncThreads(workerObjects, onCompleteCallBack, onPackageExecuted, maxThreads, safeMode); return(scheduler); }
private void RestartThreadPoolWork() { //if (tickTock && !myThreadScheduler.isBusy && workerObjects != null) if (workerObjects != null) { //--------------- Update WorkerObjects first-------------------- colliders = GetColliders(); int i = workerObjects.Length; while (--i > -1) { UpdateWorkerObjectStats(workerObjects[i]); } //--------------- Update WorkerObjects first -------------------- //--------------- Then restart the calculations -------------------- myThreadScheduler.ForceToMainThread = !MultithreadingEnabled; myThreadScheduler.StartASyncThreads(workerObjects, onThreadWorkComplete, null, ThreadingMaxThreads); //--------------- Then restart the calculations -------------------- } }
private void InitThreadPool() { //--------------- Cap the number of threads -------------------- int maxThreads = ThreadingMaxThreads; if (maxThreads <= 0) { maxThreads = Mathf.Max(SystemInfo.processorCount - 1, 1); } //--------------- Cap the number of threads -------------------- //--------------- Spread the Flocks over multiple worker-packages -------------------- int ThreadingPoolPackages = ThreadingPackagesPerThread * maxThreads; int flocksPerBlock = Mathf.CeilToInt((float)FlockingSpawnCount / (float)ThreadingPoolPackages); workerObjects = new FlockingDataWorker[ThreadingPoolPackages]; int i = ThreadingPoolPackages; int startIdx = 0; while (--i > -1) { FlockingDataWorker workerBlock = new FlockingDataWorker(); UpdateWorkerObjectStats(workerBlock); workerBlock.startWorkIndex = startIdx; workerBlock.endWorkIndex = Mathf.Min(flockers.Length, startIdx + flocksPerBlock); workerObjects[i] = workerBlock; startIdx += flocksPerBlock; } //--------------- Spread the Flocks over multiple worker-packages -------------------- myThreadScheduler = Loom.CreateThreadPoolScheduler(); myThreadScheduler.ForceToMainThread = !MultithreadingEnabled; myThreadScheduler.StartASyncThreads(workerObjects, onThreadWorkComplete, null, maxThreads); }
void Start() { DontDestroyOnLoad(this); myThreadScheduler = UThread.CreateThreadPoolScheduler(); //myThreadScheduler.ForceToMainThread = true; //UThread.StartSingleThread(LoadConfig, System.Threading.ThreadPriority.Normal, true); workerObjects = new FlockingDataWorker[1]; int maxThreads = -1; if (maxThreads <= 0) { maxThreads = Mathf.Max(SystemInfo.processorCount - 1, 1); } FlockingDataWorker workerBlock = new FlockingDataWorker(); workerObjects[0] = workerBlock; myThreadScheduler.ForceToMainThread = true; myThreadScheduler.StartASyncThreads(workerObjects, onThreadWorkComplete, null, maxThreads); StartCoroutine(LoadPosFile()); StartCoroutine(LoadSummonPosFile()); }
/// <summary> /// Helps spreading the same repetetive workload over multiple threads/cores in an easy way. /// </summary> /// <typeparam name="D">Generic-Type of the delegate that will be executed and compute the workload</typeparam> /// <typeparam name="T">Generic-Type of the object you want to be computed by the executor</typeparam> /// <param name="executor">A (static) method that computes one workLoad-object at a time</param> /// <param name="workLoad">An array with objects you want to get computed by the executor</param> /// <param name="onComplete">Fired when all re-packaged workLoad-objects are finished computing</param> /// <param name="onPackageComplete">Fires foreach finished re-packaged set of workLoad-object</param> /// <param name="maxThreads"> Lets you choose how many threads will be run simultaneously by the threadpool. Default: -1 == number of cores minus one, to make sure the MainThread has at least one Core to run on. (quadcore == 1 Core Mainthread, 3 cores used by the ThreadPoolScheduler)</param> /// <param name="scheduler">If Null, a new ThreadPoolScheduler will be instantiated.</param> /// <param name="safeMode">Executes all the computations within try-catch events, logging it the message + stacktrace</param> /// <returns>A ThreadPoolScheduler that handles all the repackaged workLoad-Objects =</returns> public static ThreadPoolScheduler StartMultithreadedWorkloadExecution <D, T>(D executor, T[] workLoad, object extraArgument, MultithreadedWorkloadComplete <T> onComplete, MultithreadedWorkloadPackageComplete <T> onPackageComplete, int maxThreads = -1, ThreadPoolScheduler scheduler = null, bool safeMode = true) { if (scheduler == null) { scheduler = Loom.CreateThreadPoolScheduler(); } else if (scheduler.isBusy) { Debug.LogError("Provided Scheduler stil busy!!!"); } if (maxThreads <= 0) { maxThreads = Mathf.Max(SystemInfo.processorCount - 1, 1); } int packagesPerThread = 1; if (maxThreads > 1) //If we are running in just one thread at a time, just use one, if more, for sake of better cpu-saturation, subdive into smaller packages per Core. { packagesPerThread = 2; } int packages = Mathf.Min(maxThreads * packagesPerThread, workLoad.Length); int objectsPerPackage = (int)Mathf.Ceil((float)workLoad.Length / (float)packages); ThreadWorkDistribution <T>[] workerPackages = new ThreadWorkDistribution <T> [packages]; Type delegateType = typeof(D); //Debug.Log(delegateType.FullName); int count = 0; for (int i = 0; i < packages; i++) { int packagedSize = Mathf.Min(workLoad.Length - count, objectsPerPackage); if (delegateType == typeof(ThreadWorkloadExecutor <T>)) { workerPackages[i] = new ThreadWorkDistribution <T>((executor as ThreadWorkloadExecutor <T>), workLoad, count, count + packagedSize); } else if (delegateType == typeof(ThreadWorkloadExecutorIndexed <T>)) { workerPackages[i] = new ThreadWorkDistribution <T>((executor as ThreadWorkloadExecutorIndexed <T>), workLoad, count, count + packagedSize); } else if (delegateType == typeof(ThreadWorkloadExecutorArg <T>)) { workerPackages[i] = new ThreadWorkDistribution <T>((executor as ThreadWorkloadExecutorArg <T>), workLoad, extraArgument, count, count + packagedSize); } else if (delegateType == typeof(ThreadWorkloadExecutorArgIndexed <T>)) { workerPackages[i] = new ThreadWorkDistribution <T>((executor as ThreadWorkloadExecutorArgIndexed <T>), workLoad, extraArgument, count, count + packagedSize); } workerPackages[i].ID = i; count += objectsPerPackage; } //--------------- Store session data -------------------- ThreadWorkDistributionSession <T> sessionData = new ThreadWorkDistributionSession <T>(); sessionData.workLoad = workLoad; sessionData.onComplete = onComplete; sessionData.onPackageComplete = onPackageComplete; sessionData.packages = workerPackages; //--------------- Store session data -------------------- scheduler.StartASyncThreads(workerPackages, sessionData.onCompleteBubble, sessionData.onPackageCompleteBubble, maxThreads, safeMode); return(scheduler); }
public static ThreadPoolScheduler StartMultithreadedWorkloadExecution <D, T>(D executor, T[] workLoad, object extraArgument, MultithreadedWorkloadComplete <T> onComplete, MultithreadedWorkloadPackageComplete <T> onPackageComplete, int maxThreads = -1, ThreadPoolScheduler scheduler = null, bool safeMode = true) { bool flag = scheduler == null; if (flag) { scheduler = Loom.CreateThreadPoolScheduler(); } else { bool isBusy = scheduler.isBusy; if (isBusy) { Debug.LogError("Provided Scheduler stil busy!!!"); } } bool flag2 = maxThreads <= 0; if (flag2) { maxThreads = Mathf.Max(SystemInfo.processorCount - 1, 1); } int num = 1; bool flag3 = maxThreads > 1; if (flag3) { num = 2; } int num2 = Mathf.Min(maxThreads * num, workLoad.Length); int num3 = (int)Mathf.Ceil((float)workLoad.Length / (float)num2); ThreadWorkDistribution <T>[] array = new ThreadWorkDistribution <T> [num2]; Type typeFromHandle = typeof(D); int num4 = 0; int num6; for (int i = 0; i < num2; i = num6 + 1) { int num5 = Mathf.Min(workLoad.Length - num4, num3); bool flag4 = typeFromHandle == typeof(ThreadWorkloadExecutor <T>); if (flag4) { array[i] = new ThreadWorkDistribution <T>(executor as ThreadWorkloadExecutor <T>, workLoad, num4, num4 + num5); } else { bool flag5 = typeFromHandle == typeof(ThreadWorkloadExecutorIndexed <T>); if (flag5) { array[i] = new ThreadWorkDistribution <T>(executor as ThreadWorkloadExecutorIndexed <T>, workLoad, num4, num4 + num5); } else { bool flag6 = typeFromHandle == typeof(ThreadWorkloadExecutorArg <T>); if (flag6) { array[i] = new ThreadWorkDistribution <T>(executor as ThreadWorkloadExecutorArg <T>, workLoad, extraArgument, num4, num4 + num5); } else { bool flag7 = typeFromHandle == typeof(ThreadWorkloadExecutorArgIndexed <T>); if (flag7) { array[i] = new ThreadWorkDistribution <T>(executor as ThreadWorkloadExecutorArgIndexed <T>, workLoad, extraArgument, num4, num4 + num5); } } } } array[i].ID = i; num4 += num3; num6 = i; } ThreadWorkDistributionSession <T> threadWorkDistributionSession = new ThreadWorkDistributionSession <T>(); threadWorkDistributionSession.workLoad = workLoad; threadWorkDistributionSession.onComplete = onComplete; threadWorkDistributionSession.onPackageComplete = onPackageComplete; threadWorkDistributionSession.packages = array; scheduler.StartASyncThreads(array, new ThreadPoolSchedulerEvent(threadWorkDistributionSession.onCompleteBubble), new ThreadedWorkCompleteEvent(threadWorkDistributionSession.onPackageCompleteBubble), maxThreads, safeMode); return(scheduler); }