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2024-10-12 17:19:46 +08:00
# BlueprintThreadSafe
- **功能描述:** 用在类上或函数上,标记类里的函数都是线程安全的。
这样就可以在动画蓝图等非游戏线程被调用了。
- **使用位置:** UCLASS, UFUNCTION
- **引擎模块:** Blueprint
- **元数据类型:** bool
- **限制类型:** 从实践上类一般是BlueprintFunctionLibrary
- **关联项:** [NotBlueprintThreadSafe](../NotBlueprintThreadSafe.md)
- **常用程度:** ★★★
动画蓝图的AimGraph默认是开启线程安全Update的。设置在ClassSettings里默认是打开的
![Untitled](Untitled.png)
可参考官方文档的**CPU Thread Usage and Performance这一节**
[Graphing in Animation Blueprints](https://docs.unrealengine.com/5.3/en-US/graphing-in-animation-blueprints-in-unreal-engine/#cputhreadusageandperformance)
因此AimGraph里的函数要求都得是线程安全的。你的C++函数或者是蓝图里蓝图库里的函数都需要手动标记为ThreadSafe默认不带ThreadSafe标记的都是不线程安全的。
在蓝图里如果在蓝图函数面板中勾上ThreadSafe这个函数的对象会设置bThreadSafe=True从而在编译生成的BlueprintGeneratedClass上面设置(BlueprintThreadSafe = true)
![Untitled](Untitled%201.png)
## 测试蓝图函数库:
同样的函数一个打开ThreadSafe一个没有。没有的那个函数在动画蓝图的AnimGraph里使用的时候在编译的时候就会触发警告。
![Untitled](Untitled%202.png)
测试结果:
![Untitled](Untitled%203.png)
## 在C++里C++的测试代码:
```cpp
//(BlueprintThreadSafe = , IncludePath = Class/Blueprint/MyClass_ThreadSafe.h, ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h)
UCLASS(meta=(BlueprintThreadSafe))
class INSIDER_API UMyBlueprintFunctionLibrary_ThreadSafe : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure)
static float MyFunc_ClassThreadSafe_Default(float value) {return value+100;}
//(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = )
UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe))
static float MyFunc_ClassThreadSafe_FuncNotThreadSafe(float value) {return value+100;}
};
UCLASS()
class INSIDER_API UMyBlueprintFunctionLibrary_NoThreadSafe : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//(BlueprintThreadSafe = , ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h)
UFUNCTION(BlueprintPure,meta=(BlueprintThreadSafe))
static float MyFunc_ClassDefault_FuncThreadSafe(float value) {return value+100;}
//(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = )
UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe))
static float MyFunc_ClassDefault_FuncNotThreadSafe(float value) {return value+100;}
};
UCLASS()
class INSIDER_API UMyBlueprintFunctionLibrary_Default : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure)
static float MyFunc_ClassDefault_FuncDefault(float value) {return value+100;}
};
```
## 动画蓝图的测试效果:
![Untitled](Untitled%204.png)
## 解析原理:
```cpp
bool FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData(const UFunction* InFunction)
{
if(InFunction)
{
const bool bHasThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_ThreadSafe);
const bool bHasNotThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_NotThreadSafe);
const bool bClassHasThreadSafeMetaData = InFunction->GetOwnerClass() && InFunction->GetOwnerClass()->HasMetaData(FBlueprintMetadata::MD_ThreadSafe);
// Native functions need to just have the correct class/function metadata
const bool bThreadSafeNative = InFunction->HasAnyFunctionFlags(FUNC_Native) && (bHasThreadSafeMetaData || (bClassHasThreadSafeMetaData && !bHasNotThreadSafeMetaData));
// Script functions get their flag propagated from their entry point, and dont pay heed to class metadata
const bool bThreadSafeScript = !InFunction->HasAnyFunctionFlags(FUNC_Native) && bHasThreadSafeMetaData;
return bThreadSafeNative || bThreadSafeScript;
}
return false;
}
```
可以从逻辑上看出如果在UCLASS上带上了BlueprintThreadSafe则其内部的函数就默认是线程安全除非特意手动加上NotBlueprintThreadSafe来排除。而如果UCLASS上没有标记则需一个个手动的在UFUNCTION上标记BlueprintThreadSafe。两种方式都可以。
注意UCLASS(meta=(NotBlueprintThreadSafe))这种是没有被识别判断的,因此并没有什么意义。