During my work on the Unreal Threads Project, I developed a C++ implementation of unreal support of multithreading. Below are some of the key achievements:
Below is a key code snippet demonstrating the multithreading implementation from the project:
#include "ThreadExample.h"
#include "HAL/RunnableThread.h"
#include "Misc/OutputDeviceDebug.h"
class FExampleRunnable : public FRunnable
{
public:
FExampleRunnable() {}
virtual ~FExampleRunnable() {}
virtual uint32 Run() override
{
while (!bStopTask)
{
// Task logic
}
return 0;
}
void StopTask()
{
bStopTask = true;
}
private:
volatile bool bStopTask = false;
};
void AThreadExample::StartThread()
{
Runnable = new FExampleRunnable();
Thread = FRunnableThread::Create(Runnable, TEXT("FExampleRunnable"));
}
void AThreadExample::StopThread()
{
if (Runnable)
{
Runnable->StopTask();
Thread->WaitForCompletion();
delete Runnable;
Runnable = nullptr;
}
if (Thread)
{
delete Thread;
Thread = nullptr;
}
}
Unreal Threads Project showcases the implementation of various multithreading techniques in Unreal Engine, focusing on efficient task management and execution. The project demonstrates the use of thread pools, custom runnables, and other advanced techniques.