Ark Server API (ASA) - Wiki
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#include <Fork.h>
Helper functions for processes that fork in order to share memory pages.
About multithreading: When a process gets forked, any existing threads will not exist on the new forked process. To solve this we use forkable threads that are notified when the fork occurs and will automatically convert themselves into real runnable threads. On the master process, these forkable threads will be fake threads that are executed on the main thread and will block the critical path.
Currently the game code is responsible for calling Fork on itself than calling FForkProcessHelper::OnForkingOccured to transform the forkable threads. Ideally the fork point is done right after the game has loaded all the assets it wants to share so it can maximize the shared memory pool. From the fork point any memory page that gets written into by a forked process will be transferred into a unique page for this process.
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Creates a thread according to the environment it's in: In environments with SupportsMultithreading: create a real thread that will tick the runnable object itself In environments without multithreading: create a fake thread that is ticked by the main thread. In environments without multithreading but that allows multithreading post-fork: If called on the original master process: will create a forkable thread that is ticked in the main thread pre-fork but becomes a real thread post-fork If called on a forked child process: will create a real thread immediately
Returns the unique index of this forked child process. Index 0 is for the master server
Are we a forked process that supports multithreading This only becomes true after its safe to be multithread. Since a process can be forked mid-tick, there is a period of time where IsForkedChildProcess is true but IsForkedMultithreadInstance will be false
Returns true if the server process was launched with the intention to fork. This could be a process on a fork-supported platform that will launch real child processes. (-WaitAndFork is set) Or it could be a process that will simulate forking by tranforming itself into a child process via fake forking (-FakeForking is set)
Performs low-level cross-platform actions that should happen immediately AFTER forking in the CHILD process in a well-specified order. Runs before any higher level code like calling into game-level constructs. E.g. notifies GMalloc to optimize for memory sharing across parent/child process
Performs low-level cross-platform actions that should happen immediately AFTER forking in the PARENT process in a well-specified order. Runs before any higher level code like calling into game-level constructs. E.g. notifies GMalloc to optimize for memory sharing across parent/child process
Performs low-level cross-platform actions that should happen immediately BEFORE forking in a well-specified order. Runs after any higher level code like calling into game-level constructs or anything that may allocate memory. E.g. notifies GMalloc to optimize for memory sharing across parent/child process Note: This will be called multiple times on the parent before each fork.
Event triggered when a fork occurred on the child process and its safe to create real threads
Sets the forked child process flag and index given to this child process
Tells if we allow multithreading on forked processes. Default is set to false but can be configured to always be true via DEFAULT_MULTITHREAD_FORKED_PROCESSES Enabled via -PostForkThreading Disabled via -DisablePostForkThreading