/**
	 * The real thread entry point. It waits for work events to be queued. Once
	 * an event is queued, it executes it and goes back to waiting.
	 */
	virtual uint32 Run() override
	{
		while (!TimeToDie)
		{
			// This will force sending the stats packet from the previous frame.
			SET_DWORD_STAT( STAT_ThreadPoolDummyCounter, 0 );
			// We need to wait for shorter amount of time
			bool bContinueWaiting = true;
			while( bContinueWaiting )
			{				
				DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FQueuedThread::Run.WaitForWork" ), STAT_FQueuedThread_Run_WaitForWork, STATGROUP_ThreadPoolAsyncTasks );
				// Wait for some work to do
				bContinueWaiting = !DoWorkEvent->Wait( 10 );
			}

			IQueuedWork* LocalQueuedWork = QueuedWork;
			QueuedWork = nullptr;
			FPlatformMisc::MemoryBarrier();
			check(LocalQueuedWork || TimeToDie); // well you woke me up, where is the job or termination request?
			while (LocalQueuedWork)
			{
				// Tell the object to do the work
				LocalQueuedWork->DoThreadedWork();
				// Let the object cleanup before we remove our ref to it
				LocalQueuedWork = OwningThreadPool->ReturnToPoolOrGetNextJob(this);
			} 
		}
		return 0;
	}
Exemple #2
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	/**
	 * The real thread entry point. It waits for work events to be queued. Once
	 * an event is queued, it executes it and goes back to waiting.
	 */
	virtual uint32 Run() override
	{
		while (!TimeToDie)
		{
			// Wait for some work to do
			DoWorkEvent->Wait();
			IQueuedWork* LocalQueuedWork = QueuedWork;
			QueuedWork = nullptr;
			FPlatformMisc::MemoryBarrier();
			check(LocalQueuedWork || TimeToDie); // well you woke me up, where is the job or termination request?
			while (LocalQueuedWork)
			{
				// Tell the object to do the work
				LocalQueuedWork->DoThreadedWork();
				// Let the object cleanup before we remove our ref to it
				LocalQueuedWork = OwningThreadPool->ReturnToPoolOrGetNextJob(this);
			} 
		}
		return 0;
	}