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Question by Bunnybomb7670 · Feb 21, 2014 at 05:44 PM · backgroundlockmultithreadingthreadmulti

Multithreading, Waiting for threads to complete.

I am trying to create a script what keeps a pool of 8 threads. I am trying to set up a management class to handle these and when a thread finishes, it needs to notify the management class so that it can pass the data in a threadsafe way. I am having trouble with the synchronization though, it seems to thread fine for a while but then all of a sudden the thread queue just empties itself and it only ends up doing around 38 threads out of 184 in the queue. Here are the scripts what I am using so far :

Thread Manager :

 using System;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RenderThreadManager
 {
 
     public static RenderThread[] activeThreads;
 
     public static int threadCount = 8;
     public static int activeThreadCount = 0;
 
     public static List<object[]> threadQueue = new List<object[]>();
 
     public static bool initialized = false;
 
     public static RenderThreadObject threadObject;
 
     public static int count = 0;
 
     public static void onFinished()
     {
         count++;
     }
 
     public static void queueThread(object[] data)
     {
         check();
         threadQueue.Add(data);
     }
 
     public static void startThread(int index, object data)
     {
         activeThreads[index].threadAlive = true;
         activeThreads[index].startThread();
         getActiveThreads();
     }
 
     public static void stopThread(int index)
     {
         activeThreads[index].threadAlive = false;
         getActiveThreads();
     }
 
     static void check()
     {
         if (!initialized)
         {
             activeThreads = new RenderThread[threadCount];
 
             for (int i = 0; i < threadCount; i++)
             {
                 activeThreads[i] = new RenderThread();
                 activeThreads[i].id = i;
             }
 
             threadObject = new GameObject().AddComponent<RenderThreadObject>();
             threadObject.name = "Thread Object";
             initialized = true;
         }
     }
 
     public static int getActiveThreads()
     {
         activeThreadCount = 0;
         for(int i = 0; i < activeThreads.Length; i++)
         {
             if(activeThreads[i].threadAlive)
             {
                 activeThreadCount++;
             }
         }
         return activeThreadCount;
     }
 
     // Called every frame from thread object.
     public static void threadLoop()
     {
         getActiveThreads();
         for (int i = 0; i < activeThreads.Length; i++)
         {
             if (activeThreads[i].getState() == true)
             {
                 activeThreads[i].onFinished();
                 //stopThread(i);
             }
         }
 
         for(int i = 0; i < threadQueue.Count; i++)
         {
             if(getActiveThreads() < threadCount)
             {
                 startThread(activeThreadCount, threadQueue[i]);
                 threadQueue.RemoveAt(i);
             }
         }
 
     }
     
 }

Thread Class

 using System;
 using System.Collections.Generic;
 using System.ComponentModel;
 using System.Threading;
 using System.Text;
 using UnityEngine;
 
 public class RenderThread
 {
     public int id; // ID Value in array of threads.
 
     public bool completedTask = false; // Has the thread finished its task?
 
     public bool cancelled = false; // Has the thread been cancelled?
 
     public bool threadAlive = false; // Is the thread in use?
 
     public object taskLock = new object(); // Lock object for locking task boolean
 
     private BackgroundWorker workerThread; // Thread instance.
 
     public void startThread()
     {
         workerThread = new BackgroundWorker();
 
         workerThread.DoWork += new DoWorkEventHandler(workerThread_work);
         workerThread.ProgressChanged += new ProgressChangedEventHandler(workerThread_Progress);
         workerThread.RunWorkerCompleted += new RunWorkerCompletedEventHandler(workerThread_Complete);
         workerThread.WorkerReportsProgress = true;
         workerThread.WorkerSupportsCancellation = true;
 
         Logger.Log("Starting thread with ID " + id);
 
         workerThread.RunWorkerAsync();
     }
 
     public void cancelThread()
     {
         workerThread.CancelAsync();
     }
 
     public void onFinished()
     {
         threadAlive = false;
         completedTask = false;
         cancelled = false;
 
         RenderThreadManager.onFinished();
 
         Logger.Log("Finished thread with ID " + id);
     }
 
     private void workerThread_Complete(object sender, RunWorkerCompletedEventArgs e)
     {
         setState(true);
     }
 
     private void workerThread_Progress(object sender, ProgressChangedEventArgs e)
     {
         
     }
 
     private void workerThread_work(object sender, DoWorkEventArgs e)
     {
         for(int i = 0; i < 100; i++)
         {
             Thread.Sleep(10);
             if(checkForCancel(sender,e))
             {
                 e.Cancel = true;
                 workerThread.ReportProgress(0);
                 break;
             }
         }
         workerThread.ReportProgress(100);
     }
 
     private bool checkForCancel(object sender, DoWorkEventArgs e)
     {
         if(workerThread.CancellationPending)
         {
             return true;
         }
         return false;
     }
 
     public bool getState()
     {
         lock (taskLock)
         {
             return completedTask;
         }
     }
 
     public void setState(bool state)
     {
         lock (taskLock)
         {
             completedTask = state;
         }
     }
     
 
 
 }
 

It would be really helpful if someone could notify me on what I am doing wrong or possible alternatives to this system.

Thanks,

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avatar image whydoidoit · Feb 21, 2014 at 05:48 PM 0
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Looks like you've got an interesting manager there that you may well need the functions of - I could suggest you look at my Loom class which works using a call back to the main thread method that could be implemented alongside some kind of Promises framework for the completion part.

Don't have time to review your code now - but I'll come back and have a look to see if I can spot what's up.

avatar image Bunnybomb7670 · Feb 21, 2014 at 05:55 PM 0
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I was actually looking at you're class earlier, I saw it looked quite useful, the only reason why I did not go with that was because I wanted to try my own attempt at it before I start to look into using someone else's work. I will be sure to take another look at how you're doing it though because I will surely learn a lot from it.

avatar image Bunnybomb7670 · Feb 22, 2014 at 09:58 AM 0
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Does anybody have any information on some alternate method of doing a thread queue? Even a basic example would be really helpful!

avatar image whydoidoit · Feb 22, 2014 at 10:08 AM 0
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So I guess with your code I don't "like" the way that the thread active status is counted - it "feels" like that could get out of sync. It would probably be better to use a try/finally to ensure the thread count was incremented and decremented together

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