2010-04-16 17 views
5

Actualmente tengo un juego que admite imágenes grandes, fácilmente más grandes que 1MB, para servir como fondos. Sé exactamente cuándo se supone que tendrá lugar esta transición, así que hice una clase de cargador para manejar la carga de estas imágenes grandes en segundo plano, pero cuando cargo las imágenes, todavía se congela el hilo principal donde tiene lugar el dibujo. Como este código se ejecuta en el 360, moví el hilo al cuarto hilo de hardware, pero eso no parece ayudar. Debajo está la clase que estoy usando. Pienso en cualquier idea sobre por qué mi nuevo administrador de contenido, que debería estar en su propio hilo, está interrumpiendo el dibujo en mi hilo principal.XNA Xbox 360 Content Manager Thread freezing Draw Thread

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; 
    } 
} 
} 

Respuesta

2

A partir de la entrada en el blog: Lock Contention during Load Screen Animations por Shawn Hargreaves

Aquí hay dragones! El código anterior funcionará en , pero es probable que su carga se realice cientos de veces más despacio.

La razón es que cada vez que toca el dispositivo gráfico de un hilo diferente, el marco lleva a cabo una sección crítica, con el fin de evitar heisenbadness. Si la animación está en constante redibujando, el hilo de animación casi siempre será el propietario este bloqueo, por lo que cualquier tiempo de su carga función quiere crear un gráfico de recursos tales como la textura, el vértice búfer, o shader, debe esperar hasta el hilo de animación lo libera. ¡Este podría demorar un poco si el subproceso de animación gira constantemente sobre con el mismo código de dibujo!

La solución es ralentizar el hilo animación mediante la inserción de un sueño llamada, y este deja de acaparar el dispositivo gráficos.

En su caso, sin embargo, debido a que está cargando muy grandes texturas contiguos, es posible que sólo tenga que rediseñar su función de carga a suceder cuando el usuario no necesita ver las animaciones, ya que se espera que haya una cerradura.

+0

¿No va a bloquear esto en todos los sorteos? Realmente no estoy cambiando las texturas en el sorteo simplemente dibujando desde los mismos indicadores que ya están en la memoria. – Alikar

+0

Pero el problema es que mientras carga las texturas más grandes, bloquea el dispositivo de gráficos, lo que hace que el método de dibujo espere hasta que se complete la carga de la textura –

1

Sin ver el resto del código, es difícil decirlo, pero supongo que tiene un conflicto de bloqueo en algún lugar. Hice una prueba rápida de carga de 10 modelos masivos (aproximadamente un tiempo de carga de 5 segundos) y pude cargarlos en un hilo separado sin detener el hilo principal.

0

El problema era que estaba cargando una gran cantidad de gráficos más pequeños en el hilo principal. Los agregué a la lista para cargarlos en el hilo y los problemas desaparecieron.

Así que usted las respuestas anteriores eran correctas. Simplemente no estaba usando las cosas correctamente.