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XNA Xbox 360内容管理器线程冻结绘制线程

[英]XNA Xbox 360 Content Manager Thread freezing Draw Thread

I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. 我目前有一款游戏可以拍摄大于1MB的大图像作为背景。 I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. 我确切知道何时应该进行这种转换,所以我创建了一个加载器类来处理在后台加载这些大图像,但是当我加载图像时它仍然冻结了绘图发生的主线程。 Since this code runs on the 360 I moved the thread to the 4th hardware thread, but that doesn't seem to help. 由于此代码在360上运行,我将线程移动到第4个硬件线程,但这似乎没有帮助。 Below is the class I am using. 以下是我正在使用的课程。 Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. 任何想法为什么我的新内容管理器应该在自己的线程中打断我的主线程中的绘制将不胜感激。

namespace FileSystem  
{
/// <summary>
/// This is used to reference how many objects reference this texture.
/// Everytime someone references a texture we increase the iNumberOfReferences.
/// When a class calls remove on a specific texture we check to see if anything
/// else is referencing the class, if it is we don't remove it. If there isn't 
/// anything referencing the texture its safe to dispose of.
/// </summary>
class TextureContainer
{
    public uint uiNumberOfReferences = 0;
    public Texture2D texture;
}

/// <summary>
/// This class loads all the files from the Content.
/// </summary>
static class FileManager
{
    static Microsoft.Xna.Framework.Content.ContentManager Content; 
    static EventWaitHandle wh = new AutoResetEvent(false);
    static Dictionary<string, TextureContainer> Texture2DResourceDictionary;
    static List<Texture2D> TexturesToDispose;
    static List<String> TexturesToLoad;
    static int iProcessor = 4;

    private static object threadMutex = new object();
    private static object Texture2DMutex = new object();
    private static object loadingMutex = new object();

    private static bool bLoadingTextures = false;

    /// <summary>
    /// Returns if we are loading textures or not.
    /// </summary>
    public static bool LoadingTexture
    {
        get {
                lock (loadingMutex)
                {
                    return bLoadingTextures;
                }
            }
    }

    /// <summary>
    /// Since this is an static class. This is the constructor for the file loadeder. This is the version
    /// for the Xbox 360.
    /// </summary>
    /// <param name="_Content"></param>
    public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor )
    {
        Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory);
        Texture2DResourceDictionary = new Dictionary<string, TextureContainer>();
        TexturesToDispose = new List<Texture2D>();
        iProcessor = _iProcessor;
        CreateThread();
    }

    /// <summary>
    /// Since this is an static class. This is the constructor for the file loadeder.
    /// </summary>
    /// <param name="_Content"></param>
    public static void Initalize(IServiceProvider serviceProvider, string rootDirectory)
    {
        Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory);
        Texture2DResourceDictionary = new Dictionary<string, TextureContainer>();
        TexturesToDispose = new List<Texture2D>();
        CreateThread();
    }

    /// <summary>
    /// Creates the thread incase we wanted to set up some parameters
    /// Outside of the constructor.
    /// </summary>
    static public void CreateThread()
    {
        Thread t = new Thread(new ThreadStart(StartThread));
        t.Start();

    }

    // This is the function that we thread.
    static public void StartThread()
    {
        //BBSThreadClass BBSTC = (BBSThreadClass)_oData;
        FileManager.Execute();
    }

    /// <summary>
    /// This thread shouldn't be called by the outside world.
    /// It allows the File Manager to loop.
    /// </summary>
    static private void Execute()
    {
        // Make sure our thread is on the correct processor on the XBox 360.
#if WINDOWS 
#else
        Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor });
        Thread.CurrentThread.IsBackground = true;
#endif
        // This loop will load textures into ram for us away from the main thread.
        while (true)
        {
            wh.WaitOne();
            // Locking down our data while we process it.
            lock (threadMutex)
            {
                lock (loadingMutex)
                {
                    bLoadingTextures = true;
                }
                bool bContainsKey = false;
                for (int con = 0; con < TexturesToLoad.Count; con++)
                {
                    // If we have already loaded the texture into memory reference
                    // the one in the dictionary.
                    lock (Texture2DMutex)
                    {
                        bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]);
                    }

                    if (bContainsKey)
                    {
                        // Do nothing
                    }
                    // Otherwise load it into the dictionary and then reference the
                    // copy in the dictionary
                    else
                    {
                        TextureContainer TC = new TextureContainer();
                        TC.uiNumberOfReferences = 1;    // We start out with 1 referece.
                        // Loading the texture into memory.

                        try
                        {
                            TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]);

                            // This is passed into the dictionary, thus there is only one copy of
                            // the texture in memory.

                            // There is an issue with Sprite Batch and disposing textures.
                            // This will have to wait until its figured out.
                            lock (Texture2DMutex)
                            {
                                bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]);
                                Texture2DResourceDictionary.Add(TexturesToLoad[con], TC);
                            }
                            // We don't have the find the reference to the container since we
                            // already have it.
                        }
                        // Occasionally our texture will already by loaded by another thread while 
                        // this thread is operating. This mainly happens on the first level.
                        catch (Exception e)
                        {
                            // If this happens we don't worry about it since this thread only loads
                            // texture data and if its already there we don't need to load it.
                        }
                    }
                    Thread.Sleep(100);
                }
            }
            lock (loadingMutex)
            {
                bLoadingTextures = false;
            }
        }
    }

    static public void LoadTextureList(List<string> _textureList)
    {
        // Ensuring that we can't creating threading problems.
        lock (threadMutex)
        {
            TexturesToLoad = _textureList;
        }
        wh.Set();
    }

    /// <summary>
    /// This loads a 2D texture which represents a 2D grid of Texels.
    /// </summary>
    /// <param name="_textureName">The name of the picture you wish to load.</param>
    /// <returns>Holds the image data.</returns>
    public static Texture2D LoadTexture2D( string _textureName )
    {
        TextureContainer temp;
        lock (Texture2DMutex)
        {
            bool bContainsKey = false;
            // If we have already loaded the texture into memory reference
            // the one in the dictionary.
            lock (Texture2DMutex)
            {
                bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName);

                if (bContainsKey)
                {
                    temp = Texture2DResourceDictionary[_textureName];
                    temp.uiNumberOfReferences++;    // Incrementing the number of references
                }
                // Otherwise load it into the dictionary and then reference the
                // copy in the dictionary
                else
                {
                    TextureContainer TC = new TextureContainer();
                    TC.uiNumberOfReferences = 1;    // We start out with 1 referece.
                    // Loading the texture into memory.
                    try
                    {
                        TC.texture = Content.Load<Texture2D>(_textureName);

                        // This is passed into the dictionary, thus there is only one copy of
                        // the texture in memory.
                    }
                    // Occasionally our texture will already by loaded by another thread while 
                    // this thread is operating. This mainly happens on the first level.
                    catch(Exception e)
                    {
                        temp = Texture2DResourceDictionary[_textureName];
                        temp.uiNumberOfReferences++;    // Incrementing the number of references
                    }

                    // There is an issue with Sprite Batch and disposing textures.
                    // This will have to wait until its figured out.
                    Texture2DResourceDictionary.Add(_textureName, TC);

                    // We don't have the find the reference to the container since we
                    // already have it.
                    temp = TC;
                }
            }
        }
        // Return a reference to the texture
        return temp.texture;
    }

    /// <summary>
    /// Go through our dictionary and remove any references to the
    /// texture passed in.
    /// </summary>
    /// <param name="texture">Texture to remove from texture dictionary.</param>
    public static void RemoveTexture2D(Texture2D texture)
    {
        foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary)
        {
            // Do our references match?
            if (pair.Value.texture == texture)
            {
                // Only one object or less holds a reference to the 
                // texture. Logically it should be safe to remove.
                if (pair.Value.uiNumberOfReferences <= 1)
                {
                    // Grabing referenc to texture
                    TexturesToDispose.Add(pair.Value.texture);
                    // We are about to release the memory of the texture,
                    // thus we make sure no one else can call this member
                    // in the dictionary.
                    Texture2DResourceDictionary.Remove(pair.Key);
                    // Once we have removed the texture we don't want to create an exception.
                    // So we will stop looking in the list since it has changed.
                    break;
                }
                // More than one Object has a reference to this texture.
                // So we will not be removing it from memory and instead 
                // simply marking down the number of references by 1.
                else
                {
                    pair.Value.uiNumberOfReferences--;
                }
            }
        }
    }

    /*public static void DisposeTextures()
    {
        int Count = TexturesToDispose.Count;
        // If there are any textures to dispose of.
        if (Count > 0)
        {
            for (int con = 0; con < TexturesToDispose.Count; con++)
            {
                // =!THIS REMOVES THE TEXTURE FROM MEMORY!=
                // This is not like a normal dispose. This will actually
                // remove the object from memory. Texture2D is inherited
                // from GraphicsResource which removes it self from 
                // memory on dispose. Very nice for game efficency,
                // but "dangerous" in managed land.
                Texture2D Temp = TexturesToDispose[con];
                Temp.Dispose();
            }
            // Remove textures we've already disposed of.
            TexturesToDispose.Clear();
        }
    }*/

    /// <summary>
    /// This loads a 2D texture which represnets a font.
    /// </summary>
    /// <param name="_textureName">The name of the font you wish to load.</param>
    /// <returns>Holds the font data.</returns>
    public static SpriteFont LoadFont( string _fontName )
    {
        SpriteFont temp = Content.Load<SpriteFont>( _fontName );
        return temp;
    }

    /// <summary>
    /// This loads an XML document.
    /// </summary>
    /// <param name="_textureName">The name of the XML document you wish to load.</param>
    /// <returns>Holds the XML data.</returns>
    public static XmlDocument LoadXML( string _fileName )
    {
        XmlDocument temp = Content.Load<XmlDocument>( _fileName );
        return temp;
    }

    /// <summary>
    /// This loads a sound file.
    /// </summary>
    /// <param name="_fileName"></param>
    /// <returns></returns>
    public static SoundEffect LoadSound( string _fileName )
    {
        SoundEffect temp = Content.Load<SoundEffect>(_fileName);
        return temp;
    }
}
}

From the blog post: Lock Contention during Load Screen Animations by Shawn Hargreaves 来自博客文章:Shawn Hargreaves 在加载屏幕动画期间锁定争

Here be dragons! 这里是龙! The above code will work, but is liable to make your loading hundreds of times slower. 上面的代码可以工作,但是容易使你的加载速度慢几百倍。

The reason is that every time you touch the graphics device from a different thread, the framework takes out a critical section , in order to avoid heisenbadness. 原因是每次从不同的线程触摸图形设备时,框架都会取出一个关键部分 ,以避免heisenbadness。 If the animation is constantly redrawing, the animation thread will pretty much always own this lock, so any time your load function wants to create a graphics resource such as a texture, vertex buffer, or shader, it must wait until the animation thread releases it. 如果动画不断重绘,动画线程几乎总是拥有这个锁,所以每当你的加载函数想要创建图形资源(如纹理,顶点缓冲区或着色器)时,它必须等到动画线程释放它。 This might take a while if the animation thread is just constantly looping over the same piece of draw code! 如果动画线程只是在同一段绘图代码上不断循环,这可能需要一段时间!

The solution is to slow down your animation thread by inserting a sleep call , which stops it hogging the graphics device. 解决方案是通过插入一个睡眠调用减慢动画线程 ,这会阻止它占用图形设备。

In your case though, because you're loading very large contiguous textures, you may just need to redesign your loading feature to happen when the user doesn't need to see any animations because you will expect there to be a lock. 在你的情况下,因为你正在加载非常大的连续纹理,你可能只需要重新设计你的加载功能,当用户不需要看到任何动画,因为你会期望有一个锁。

Without seeing the rest of the code it is hard to say, but my guess is that you have lock contention someplace. 在没有看到其余代码的情况下很难说,但我的猜测是你在某个地方有锁定争用。 I did a quick test of loading 10 massive models (about a 5 second load time) and I was able to load them on a separate thread without pausing the main thread. 我做了一个加载10个大型模型的快速测试(大约5秒的加载时间),我能够在一个单独的线程上加载它们而不会暂停主线程。

The issue was that I loading a large amount of of smaller graphics in the main thread. 问题是我在主线程中加载了大量较小的图形。 I added these to the list for loading in the thread and the issues went away. 我将这些添加到列表中以便在线程中加载并且问题消失了。

So you the previous answers were correct. 所以你以前的答案是正确的。 I was simply not using things correctly. 我只是没有正确使用东西。

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