我在应用程序中遇到线程问题。我有一个多线程客户端/服务器应用程序。我也在为Unity3d使用C#MonoDevelop。不确定答案是否有任何不同。我会尝试解释我的问题所在:
Unity适用于单个线程。因此,如果我想实例化一个使用统一的抽象类ScriptableObject
的对象,那么必须在Unity运行的主线程上完成。
但我的服务器套接字会为每个连接的客户端生成一个线程,以便可以将传入的数据处理为异步。接收的数据在OnDataReceived()
方法(在其自己的线程上运行)
这里的问题是,我无法在Player
线程内创建OnDataReceived()
对象的实例。因为我的Player
对象继承自ScriptableObject
。这意味着应该在主Unity线程上创建此对象。
但是我不知道怎么做...有没有办法切换回主线程,所以我仍然可以在Player
方法中创建一个OnDataReceived()
对象?
答案 0 :(得分:4)
.NET已经有了SynchronizationContext
的概念,最常用于UI应用程序,其中需要线程关联来调用UI控件上的操作(例如,在WPF或WinForms中)。但是,即使在UI应用程序之外,您也可以将这些概念重用于通用的线程关联工作队列。
此示例演示如何在简单的控制台应用程序中使用WPF DispatcherSynchronizationContext
(来自WindowsBase.dll
)以及.NET 4.0任务类(TaskScheduler
/ Task
)在主程序线程上调用源自子线程的动作。
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Threading;
internal sealed class Program
{
private static void Main(string[] args)
{
int threadCount = 2;
using (ThreadData data = new ThreadData(threadCount))
{
Thread[] threads = new Thread[threadCount];
for (int i = 0; i < threadCount; ++i)
{
threads[i] = new Thread(DoOperations);
}
foreach (Thread thread in threads)
{
thread.Start(data);
}
Console.WriteLine("Starting...");
// Start and wait here while all work is dispatched.
data.RunDispatcher();
}
// Dispatcher has exited.
Console.WriteLine("Shutdown.");
}
private static void DoOperations(object objData)
{
ThreadData data = (ThreadData)objData;
try
{
// Start scheduling operations from child thread.
for (int i = 0; i < 5; ++i)
{
int t = Thread.CurrentThread.ManagedThreadId;
int n = i;
data.ExecuteTask(() => SayHello(t, n));
}
}
finally
{
// Child thread is done.
data.OnThreadCompleted();
}
}
private static void SayHello(int requestingThreadId, int operationNumber)
{
Console.WriteLine(
"Saying hello from thread {0} ({1}) on thread {2}.",
requestingThreadId,
operationNumber,
Thread.CurrentThread.ManagedThreadId);
}
private sealed class ThreadData : IDisposable
{
private readonly Dispatcher dispatcher;
private readonly TaskScheduler scheduler;
private readonly TaskFactory factory;
private readonly CountdownEvent countdownEvent;
// In this example, we initialize the countdown event with the total number
// of child threads so that we know when all threads are finished scheduling
// work.
public ThreadData(int threadCount)
{
this.dispatcher = Dispatcher.CurrentDispatcher;
SynchronizationContext context =
new DispatcherSynchronizationContext(this.dispatcher);
SynchronizationContext.SetSynchronizationContext(context);
this.scheduler = TaskScheduler.FromCurrentSynchronizationContext();
this.factory = new TaskFactory(this.scheduler);
this.countdownEvent = new CountdownEvent(threadCount);
}
// This method should be called by a child thread when it wants to invoke
// an operation back on the main dispatcher thread. This will block until
// the method is done executing.
public void ExecuteTask(Action action)
{
Task task = this.factory.StartNew(action);
task.Wait();
}
// This method should be called by threads when they are done
// scheduling work.
public void OnThreadCompleted()
{
bool allThreadsFinished = this.countdownEvent.Signal();
if (allThreadsFinished)
{
this.dispatcher.InvokeShutdown();
}
}
// This method should be called by the main thread so that it will begin
// processing the work scheduled by child threads. It will return when
// the dispatcher is shutdown.
public void RunDispatcher()
{
Dispatcher.Run();
}
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
// Dispose all IDisposable resources.
private void Dispose(bool disposing)
{
if (disposing)
{
this.countdownEvent.Dispose();
}
}
}
}
示例输出:
Starting... Saying hello from thread 3 (0) on thread 1. Saying hello from thread 4 (0) on thread 1. Saying hello from thread 3 (1) on thread 1. Saying hello from thread 4 (1) on thread 1. Saying hello from thread 3 (2) on thread 1. Saying hello from thread 4 (2) on thread 1. Saying hello from thread 3 (3) on thread 1. Saying hello from thread 4 (3) on thread 1. Saying hello from thread 3 (4) on thread 1. Saying hello from thread 4 (4) on thread 1. Shutdown.
答案 1 :(得分:2)
您可以通过诸如
之类的类与原始线程进行通信class Communicator
{
public static volatile bool CreatePlayer;
}
在套接字代码中,更改CreatePlayer变量。在接收器代码中,检查变量并创建一个播放器。之后,将CreatePlayer设置为false。与其他事物相似。注意同时在两个线程上操作一个变量 - 例如,为CreatePlayer设置四个布线可能比使用int NumPlayersToCreate更好,这样两个线程都不会尝试不断访问相同的数据。当然,你必须剖析和看到。最后一件事:确保两个线程中更改的变量都标记为volatile。这使得每个线程都从主内存访问数据而不是将其保存在缓存中(否则,每个线程都不会注意到在另一个线程的缓存中更改的数据)。
是的,这不是最高效或最优雅的解决方案,但它是最简单的。我相信有人会建议更多的内容;如果你愿意,我也可以这样做。但是,你似乎不熟悉多线程,所以我认为你想要一些简单易用的东西。