Refactor ThreadLocal when running on hardware with more cores than PLATFORM_THREADS_LIMIT
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@@ -115,7 +115,7 @@ Action Scripting::ScriptsLoaded;
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Action Scripting::ScriptsUnload;
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Action Scripting::ScriptsReloading;
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Action Scripting::ScriptsReloaded;
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ThreadLocal<Scripting::IdsMappingTable*, PLATFORM_THREADS_LIMIT, true> Scripting::ObjectsLookupIdMapping;
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ThreadLocal<Scripting::IdsMappingTable*, PLATFORM_THREADS_LIMIT> Scripting::ObjectsLookupIdMapping;
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ScriptingService ScriptingServiceInstance;
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bool initFlaxEngine();
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@@ -6,7 +6,7 @@
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#include "Engine/Scripting/ScriptingType.h"
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#include "Types.h"
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template<typename T, int32 MaxThreads, bool ClearMemory>
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template<typename T, int32 MaxThreads>
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class ThreadLocal;
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/// <summary>
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@@ -114,7 +114,7 @@ public:
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/// <summary>
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/// The objects lookup identifier mapping used to override the object ids on FindObject call (used by the object references deserialization).
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/// </summary>
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static ThreadLocal<IdsMappingTable*, PLATFORM_THREADS_LIMIT, true> ObjectsLookupIdMapping;
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static ThreadLocal<IdsMappingTable*, PLATFORM_THREADS_LIMIT> ObjectsLookupIdMapping;
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/// <summary>
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/// Finds the object by the given identifier. Searches registered scene objects and optionally assets. Logs warning if fails.
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