Now, you can use pthread in cocos2d-x, but there are some limitations.
1. Don't call any functions which invokes CCObject::retain(), CCObject::release() or CCObject::autorelease(), because CCAutoreleasePool are not thread-safe. Please refer to Reference Count and AutoReleasePool in Cocos2d-x for more details. Cocos2d-x use CCAutoreleasePool every where in its framework, so my suggestion is that, don't invoke any cocos2d-x API in a new thread except Data Structures.
2. If you want to load resources in a new thread, you can use CCTextureCache::addImageAsync()
3. pthread_cond_wait() seems have a bug, it can not wait at the first time, but works properly in subsequence.
If we make retain(), release() and autorealese() thread-safe, then mutex would be required. For the reason that cocos2d-x framework releases the autorelease pool at each end of message loop, using mutex may cause performance issue.
By the way, OpenGL context is not thread-safe, which you should always keep in mind.
cocos2d-x/extensions/network/HttpClient.cpp uses pthread_t and pthread_mutex_t to create network thread. You can look into it as a sample.
Simple pthread example that shows how to run a function in a separate thread, pass a structure to it and set a mutex:
本文详细介绍了在Cocos2d-x中使用pthread时需注意的限制,包括资源加载、条件等待等操作的注意事项,并提供了一个简单的pthread示例,展示如何在独立线程中运行函数并传递结构体。
892

被折叠的 条评论
为什么被折叠?



