探索UE4游戏线程的进入
游戏线程 & 渲染线程
UE4游戏线程启动
游戏线程每一帧更新所有内容。
这个tick是哪里打开的?
头文件:Engine\Source\Runtime\Launch\Private\Launch.cpp
Lauch.cpp
定义了一个全局的变量FEngineLoop GEngineLoop;
该类路径:Engine\Source\Runtime\Launch\Public\LaunchEngineLoop.h
,继承一个接口类IEngineLoop
,定义如下:
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/**
* Implements the main engine loop.
*/
class FEngineLoop
#if WITH_ENGINE
: public IEngineLoop
#endif
{
public:
/** Default constructor. */
FEngineLoop();
virtual ~FEngineLoop() { }
public:
/**
* Pre-Initialize the main loop, and generates the commandline from standard ArgC/ArgV from main().
*
* @param ArgC The number of strings in ArgV.
* @param ArgV The command line parameters (ArgV[0] is expected to be the executable name).
* @param AdditionalCommandLine Optional string to append to the command line (after ArgV is put together).
* @return Returns the error level, 0 if successful and > 0 if there were errors.
*/
int32 PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline = nullptr);
/**
* Pre-Initialize the main loop - parse command line, sets up GIsEditor, etc.
*
* @param CmdLine The command line.
* @return The error level; 0 if successful, > 0 if there were errors.
*/
int32 PreInit(const TCHAR* CmdLine);
/** First part of PreInit. */
int32 PreInitPreStartupScreen(const TCHAR* CmdLine);
/** Second part of PreInit. */
int32 PreInitPostStartupScreen(const TCHAR* CmdLine);
/** Load all modules needed before Init. */
void LoadPreInitModules();
/** Load core modules. */
bool LoadCoreModules();
/** Clean up PreInit context. */
void CleanupPreInitContext();
#if WITH_ENGINE
/** Load all core modules needed at startup time. */
bool LoadStartupCoreModules();
/** Load all modules needed at startup time. */
bool LoadStartupModules();
/**
* Initialize the main loop (the rest of the initialization).
*
* @return The error level; 0 if successful, > 0 if there were errors.
*/
virtual int32 Init() override;
/** Initialize the timing options from the command line. */
void InitTime();
/** Performs shut down. */
void Exit();
/** Whether the engine should operate in an idle mode that uses no CPU or GPU time. */
bool ShouldUseIdleMode() const;
// Advances the main loop.推进主循环
virtual void Tick() override;
/** Removes references to any objects pending cleanup by deleting them. */
virtual void ClearPendingCleanupObjects() override;
#endif // WITH_ENGINE
/** RHI post-init initialization */
static void PostInitRHI();
/** Pre-init HMD device (if necessary). */
static void PreInitHMDDevice();
public:
/** Initializes the application. */
static bool AppInit();
/**
* Prepares the application for shutdown.
*
* This function is called from within guarded exit code, only during non-error exits.
*/
static void AppPreExit();
/**
* Shuts down the application.
*
* This function called outside guarded exit code, during all exits (including error exits).
*/
static void AppExit();
private:
/** Utility function that processes Slate operations. */
void ProcessLocalPlayerSlateOperations() const;
protected:
/** Holds a dynamically expanding array of frame times in milliseconds (if FApp::IsBenchmarking() is set). */
TArray<float> FrameTimes;
/** Holds the total time spent ticking engine. */
double TotalTickTime;
/** Holds the maximum number of seconds engine should be ticked. */
double MaxTickTime;
/** Holds the maximum number of frames to render in benchmarking mode. */
uint64 MaxFrameCounter;
/** Holds the number of cycles in the last frame. */
uint32 LastFrameCycles;
#if WITH_ENGINE
/** Holds the objects which need to be cleaned up when the rendering thread finishes the previous frame. */
FPendingCleanupObjects* PendingCleanupObjects;
#endif //WITH_ENGINE
private:
#if WITH_ENGINE
/** Holds the engine service. */
FEngineService* EngineService;
/** Holds the application session service. */
TSharedPtr<ISessionService> SessionService;
#endif // WITH_ENGINE
FPreInitContext PreInitContext;
};
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该文件只需#include "CoreMinimal.h"
,最多加上#include "UnrealEngine.h"
接口类,位于路径Engine\Source\Runtime\Engine\Public\UnrealEngine.h
:
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/** Public interface to FEngineLoop so we can call it from editor or editor code */
class IEngineLoop
{
public:
virtual int32 Init() = 0;
virtual void Tick() = 0;
/** Removes references to any objects pending cleanup by deleting them. */
virtual void ClearPendingCleanupObjects() = 0;
};
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开启Tick函数之前需要初始化,初始化函数在Launch.cpp
这个文件中:
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/* Inits the engine loop */
int32 EngineInit()
{
int32 ErrorLevel = GEngineLoop.Init();
return( ErrorLevel );
}
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GEngineLoop.Init()
函数:
其中会判断是进入那种引擎模式,分为Game模式与Editor模式。
结束引擎的函数为:
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/**
* Shuts down the engine
*/
void EngineExit( void )
{
// Make sure this is set
RequestEngineExit(TEXT("EngineExit() was called"));
GEngineLoop.Exit();
}
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也在Launch.cpp
Launch.cpp
中的函数多次使用GEngine
这个外部变量,这个变量在上面的初始化函数会自定设置为相应的引擎,即Game引擎或者Editor引擎:
所在文件Engine.h
在FEngineLoop::Tick()
函数会调用GEngine
的Tick函数:
也就是本文开始的那个Tick
函数。