A modded EditSaber for making beat saber maps.
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
/*
Long duration lambda wrapper, which are generally not supported by the taskgraph system. New thread per lambda and they will auto-delete upon
completion.
*/
class WINDOWSFILEUTILITY_API WFULambdaRunnable : public FRunnable
{
private:
/** Thread to run the worker FRunnable on */
FRunnableThread* Thread;
// Used to give each thread a unique stat group
static uint64 ThreadNumber;
//Lambda function pointer
TFunction< void()> FunctionPointer;
// A queued threadpool used to run lambda's in the background. This has lazy initialization and is meant to be used with
// - AddLambdaToQueue
// - RemoveLAmbdaFromQueue
static FQueuedThreadPool* ThreadPool;
public:
//Constructor / Destructor
WFULambdaRunnable(TFunction< void()> InFunction);
virtual ~WFULambdaRunnable();
// Begin FRunnable interface.
virtual uint32 Run() override;
virtual void Exit() override;
// End FRunnable interface
// Initializes the queued thread pool. This is called lazily when the first task is added to the queue
// but can also be called by hand to initialize with a specific number of threads. The default number
// of threads is FPlatformMisc::NumberOfIOWorkerThreadsToSpawn() which last I checked was hard-coded
// at 4. <NOTE> that if you want to call this by hand, you need to do so before ever calling AddLambdaToQueue.
static void InitThreadPool(int32 NumberOfThreads);
/** Makes sure this thread has stopped properly */
void EnsureCompletion();
// Runs the passed lambda on the background thread, new thread per call
static WFULambdaRunnable* RunLambdaOnBackGroundThread(TFunction< void()> InFunction);
// Adds a lambda to be ran on the queued thread pool. Returns a pointer to IQueuedWork which
// can be used to later remove the queued job from the pool assuming it hasn't been processed.
static IQueuedWork* AddLambdaToQueue(TFunction< void()> InFunction);
// Removes a lambda from the thread queue
static bool RemoveLambdaFromQueue(IQueuedWork* Work);
// Runs a short lambda on the game thread via task graph system
static FGraphEventRef RunShortLambdaOnGameThread(TFunction< void()> InFunction);
private:
// This was yanked from Engine/Source/Runtime/Core/Public/Async/Async.h (originally called AsyncPool(..)). FQueuedThreadPool doesn't have
// much documentation, so using the engine code as reference, pretty much everyone seems to use this templated function to queue up work.
// It was modified to return an IQueuedWork instead of a TFuture to be more convenient for actually removing items from the queue.
template<typename ResultType>
static IQueuedWork* AsyncLambdaPool(FQueuedThreadPool& ThreadPool, TFunction<ResultType()> Function, TFunction<void()> CompletionCallback = TFunction<void()>())
{
TPromise<ResultType> Promise(MoveTemp(CompletionCallback));
TFuture<ResultType> Future = Promise.GetFuture();
IQueuedWork* Work = new TAsyncQueuedWork<ResultType>(MoveTemp(Function), MoveTemp(Promise));
ThreadPool.AddQueuedWork(Work);
return Work;
}
};