vault backup: 2024-10-12 17:19:45
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# BlueprintThreadSafe
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- **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。
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这样就可以在动画蓝图等非游戏线程被调用了。
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- **使用位置:** UCLASS, UFUNCTION
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- **引擎模块:** Blueprint
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- **元数据类型:** bool
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- **限制类型:** 从实践上,类一般是BlueprintFunctionLibrary
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- **关联项:** [NotBlueprintThreadSafe](../NotBlueprintThreadSafe.md)
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- **常用程度:** ★★★
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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)
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可参考官方文档的**CPU Thread Usage and Performance这一节**
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[Graphing in Animation Blueprints](https://docs.unrealengine.com/5.3/en-US/graphing-in-animation-blueprints-in-unreal-engine/#cputhreadusageandperformance)
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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。
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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)
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## 测试蓝图函数库:
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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。
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测试结果:
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## 在C++里,C++的测试代码:
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```cpp
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//(BlueprintThreadSafe = , IncludePath = Class/Blueprint/MyClass_ThreadSafe.h, ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h)
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UCLASS(meta=(BlueprintThreadSafe))
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class INSIDER_API UMyBlueprintFunctionLibrary_ThreadSafe : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure)
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static float MyFunc_ClassThreadSafe_Default(float value) {return value+100;}
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//(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = )
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UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe))
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static float MyFunc_ClassThreadSafe_FuncNotThreadSafe(float value) {return value+100;}
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};
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UCLASS()
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class INSIDER_API UMyBlueprintFunctionLibrary_NoThreadSafe : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//(BlueprintThreadSafe = , ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h)
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UFUNCTION(BlueprintPure,meta=(BlueprintThreadSafe))
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static float MyFunc_ClassDefault_FuncThreadSafe(float value) {return value+100;}
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//(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = )
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UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe))
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static float MyFunc_ClassDefault_FuncNotThreadSafe(float value) {return value+100;}
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};
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UCLASS()
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class INSIDER_API UMyBlueprintFunctionLibrary_Default : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure)
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static float MyFunc_ClassDefault_FuncDefault(float value) {return value+100;}
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};
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```
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## 动画蓝图的测试效果:
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## 解析原理:
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```cpp
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bool FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData(const UFunction* InFunction)
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{
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if(InFunction)
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{
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const bool bHasThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_ThreadSafe);
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const bool bHasNotThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_NotThreadSafe);
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const bool bClassHasThreadSafeMetaData = InFunction->GetOwnerClass() && InFunction->GetOwnerClass()->HasMetaData(FBlueprintMetadata::MD_ThreadSafe);
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// Native functions need to just have the correct class/function metadata
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const bool bThreadSafeNative = InFunction->HasAnyFunctionFlags(FUNC_Native) && (bHasThreadSafeMetaData || (bClassHasThreadSafeMetaData && !bHasNotThreadSafeMetaData));
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// Script functions get their flag propagated from their entry point, and dont pay heed to class metadata
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const bool bThreadSafeScript = !InFunction->HasAnyFunctionFlags(FUNC_Native) && bHasThreadSafeMetaData;
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return bThreadSafeNative || bThreadSafeScript;
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}
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return false;
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}
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```
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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。
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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。
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