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Unreal Engine C++ API Reference > Developer > TraceServices > Common
References
Module | TraceServices |
Header | /Engine/Source/Developer/TraceServices/Public/Common/ProviderLock.h |
Include | #include "Common/ProviderLock.h" |
Syntax
class FProviderLock
Remarks
Utility class to implement the read/write lock for a provider. Example usage: extern thread_local FProviderLock::FThreadLocalState MyProviderLockState; virtual void EditAccessCheck() const override.{ Lock.WriteAccessCheck(MyProviderLockState); } FProviderLock Lock;
Functions
Type | Name | Description |
---|---|---|
void | BeginRead ( FThreadLocalState& State ) | |
void | BeginWrite ( FThreadLocalState& State ) | |
void | EndRead ( FThreadLocalState& State ) | |
void | EndWrite ( FThreadLocalState& State ) | |
void | ReadAccessCheck ( FThreadLocalState& State ) | |
void | WriteAccessCheck ( FThreadLocalState& State ) |
Classes
Type | Name | Description |
---|---|---|
Public struct | FThreadLocalState |
Deprecated Functions
Type | Name | Description |
---|---|---|
void | BeginRead ( FProviderLock*& CurrentProvide..., int32& CurrentReadProviderLockCoun..., const int32& WriteProviderLockCoun... ) | Please use the FThreadLocalState overload |
void | BeginWrite ( FProviderLock*& CurrentProvide..., const int32& CurrentReadProviderLo..., int32& WriteProviderLockCount ) | Please use the FThreadLocalState overload |
void | EndRead ( FProviderLock*& CurrentProvide..., int32& CurrentReadProviderLockCoun... ) | Please use the FThreadLocalState overload |
void | EndWrite ( FProviderLock*& CurrentProvide..., int32& WriteProviderLockCount ) | Please use the FThreadLocalState overload |
void | ReadAccessCheck ( const FProviderLock* CurrentPr..., const int32& CurrentReadProviderLo..., const int32& CurrentWriteProviderL... ) | Please use the FThreadLocalState overload |
void | WriteAccessCheck ( const int32& CurrentWriteProviderL... ) | Please use the FThreadLocalState overload |