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Are there any cross-platform implementations of synchronization primitives in C++?

All I've been able to find are FSemaphores defined in FGenericPlatformProcess and it seems like there's only a platform implementation for Windows. I'm hoping to find some implementations of mutexes and semaphores that at least exist for Mac/PC/Linux and Android.

Thanks!

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asked Mar 18 '15 at 03:01 AM in C++ Programming

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abroder
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avatar image MJ_01 Aug 08 '15 at 05:25 PM

Bumb. Yeah. It's kinda frustrating that a multi platform engine would implement something like this for only a single platform.

avatar image Shadowriver Aug 08 '15 at 06:26 PM

Hmm maybe post feature request on feedback forum, or if you up to it write implementations to other platfroms and submit pull request

avatar image MJ_01 Aug 08 '15 at 08:06 PM

Oh if I only knew how they worked on other platforms. I guess I'll have to learn someday.

avatar image Shadowriver Aug 08 '15 at 08:16 PM

Well without common implementation in UE4 you are forced to learn and use platfrom specific either way

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There actually is, it's called FEvent and represents a simple signaling primitive. It's used for example to ensure the game thread waits for the render thread.

There are other primitives such as FScopedEvent or FThreadSafeCounter, have a look into ThreadingBase.h.

You have even FPlatformMisc::MemoryBarrier(); supported in every platform.

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answered Aug 08 '15 at 08:53 PM

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Moss
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avatar image ColdSteel48 Apr 16 '17 at 10:20 PM

In case that someone needs an example on how to use FEvent I made a short Wiki with example: MultiThreading and synchronization Guide

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