为啥我的 QThreads 总是让 Maya 崩溃?
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【中文标题】为啥我的 QThreads 总是让 Maya 崩溃?【英文标题】:Why are my QThreads consistently crashing Maya?为什么我的 QThreads 总是让 Maya 崩溃? 【发布时间】:2019-10-07 02:04:18 【问题描述】:我有一个 UI,我想在 Maya 内部使用线程。这样做的原因是我可以运行 Maya.cmds 而无需挂起/冻结 UI,同时使用进度条等更新 UI。
我从 *** 中阅读了一些示例,但我的代码每运行一次就会崩溃。我遵循的示例是here 和here
import maya.cmds as cmds
from PySide2 import QtWidgets, QtCore, QtGui, QtUiTools
import mainWindow #Main window just grabs the Maya main window and returns the object to use as parent.
class Tool(QtWidgets.QMainWindow):
def __init__(self, parent=mainWindow.getMayaMainWindow()):
super(Tool, self).__init__(parent)
UI = "pathToUI/UI.ui"
loader = QtUiTools.QUiLoader()
ui_file = QtCore.QFile(UI)
ui_file.open(QtCore.QFile.ReadOnly)
self.ui = loader.load(ui_file, self)
#Scans all window objects and if one is open with the same name as this tool then close it so we don't have two open.
mainWindow.closeUI("Tool")
###HERE'S WHERE THE THREADING STARTS###
#Create a thread
thread = QtCore.QThread()
#Create worker object
self.worker = Worker()
#Move worker object into thread (This creates an automatic queue if multiples of the same worker are called)
self.worker.moveToThread(thread)
#Connect buttons in the UI to trigger a method inside the worker which should run in a thread
self.ui.first_btn.clicked.connect(self.worker.do_something)
self.ui.second_btn.clicked.connect(self.worker.do_something_else)
self.ui.third_btn.clicked.connect(self.worker.and_so_fourth)
#Start the thread
thread.start()
#Show UI
self.ui.show()
class Worker(QtCore.QObject):
def __init__(self):
super(Worker, self).__init__() #This will immediately crash Maya on tool launch
#super(Worker).__init__() #This works to open the window but still gets an error '# TypeError: super() takes at least 1 argument (0 given)'
def do_something(self):
#Start long code here and update progress bar as needed in a still active UI.
myTool.ui.progressBar.setValue(0)
print "doing something!"
myTool.ui.progressBar.setValue(100)
def do_something_else(self):
#Start long code here and update progress bar as needed in a still active UI.
myTool.ui.progressBar.setValue(0)
print "doing something else!"
myTool.ui.progressBar.setValue(100)
def and_so_fourth(self):
#Start long code here and update progress bar as needed in a still active UI.
myTool.ui.progressBar.setValue(0)
print "and so fourth, all in the new thread in a queue of which method was called first!"
myTool.ui.progressBar.setValue(100)
#A Button inside Maya will import this code and run the 'launch' function to setup the tool
def launch():
global myTool
myTool = Tool()
我希望 UI 保持活动状态(未锁定)并且线程运行 Maya cmds 而不会在更新 UI 进度条时完全使 Maya 崩溃。
对此的任何见解都会令人惊叹!
【问题讨论】:
【参考方案1】:据我所知,它有以下错误:
thread
是一个局部变量,当构造函数完成执行时会被删除,导致在主线程中执行不希望的操作,解决方案是延长生命周期,为此有几种解决方案:1)制作类属性,2)将父级传递给它们由父级管理的生命周期。在这种情况下,请使用第二种解决方案。
您不应该从另一个线程修改 GUI,如果您从另一个线程修改了 progressBar
,在 Qt 中您必须使用信号。
您必须在另一个线程中执行的方法中使用@Slot 装饰器。
您表示要修改myTool
,但您没有声明它,所以将myTool
设置为要删除的局部变量,global myTool
将不起作用。解决方案是声明myTool
:myTool = None
综合以上,解决办法是:
import maya.cmds as cmds
from PySide2 import QtWidgets, QtCore, QtGui, QtUiTools
import mainWindow # Main window just grabs the Maya main window and returns the object to use as parent.
class Tool(QtWidgets.QMainWindow):
def __init__(self, parent=mainWindow.getMayaMainWindow()):
super(Tool, self).__init__(parent)
UI = "pathToUI/UI.ui"
loader = QtUiTools.QUiLoader()
ui_file = QtCore.QFile(UI)
ui_file.open(QtCore.QFile.ReadOnly)
self.ui = loader.load(ui_file, self)
# Scans all window objects and if one is open with the same name as this tool then close it so we don't have two open.
mainWindow.closeUI("Tool")
# Create a thread
thread = QtCore.QThread(self)
# Create worker object
self.worker = Worker()
# Move worker object into thread (This creates an automatic queue if multiples of the same worker are called)
self.worker.moveToThread(thread)
# Connect buttons in the UI to trigger a method inside the worker which should run in a thread
self.ui.first_btn.clicked.connect(self.worker.do_something)
self.ui.second_btn.clicked.connect(self.worker.do_something_else)
self.ui.third_btn.clicked.connect(self.worker.and_so_fourth)
self.worker.valueChanged.connect(self.ui.progressBar.setValue)
# Start the thread
thread.start()
# Show UI
self.ui.show()
class Worker(QtCore.QObject):
valueChanged = QtCore.Signal(int)
@QtCore.Slot()
def do_something(self):
# Start long code here and update progress bar as needed in a still active UI.
self.valueChanged.emit(0)
print "doing something!"
self.valueChanged.emit(100)
@QtCore.Slot()
def do_something_else(self):
# Start long code here and update progress bar as needed in a still active UI.
self.valueChanged.emit(0)
print "doing something else!"
self.valueChanged.emit(100)
@QtCore.Slot()
def and_so_fourth(self):
# Start long code here and update progress bar as needed in a still active UI.
self.valueChanged.emit(0)
print "and so fourth, all in the new thread in a queue of which method was called first!"
self.valueChanged.emit(100)
myTool = None
def launch():
global myTool
myTool = Tool()
【讨论】:
哇,这太完美了!如果您不介意,我想问一些后续问题:您为什么将 self 传递给此? thread = QtCore.QThread(self) 我可以使用这些来发送其他变量,如列表、字典或字符串吗? @QtCore.Slot() QtCore.Signal(int) 为什么要添加这个?我的工具 = 无 在一般情况下,除非在文档中说明,否则从另一个主线程访问或修改任何 Maya 节点是不保存的。线程保存 Maya 节点是个例外。如果您需要从另一个线程修改 maya,您应该使用空闲回调和线程保存队列系统,并从主线程进行任何修改。 @haggikrey 我也读过这个。因此,我正在考虑让 UI 在另一个线程中运行并且所有 Maya cmds 在主线程中运行的想法。我也可能把事情复杂化了。我真的只是希望 Maya cmds 工作并且 UI 完全活跃。以上是关于为啥我的 QThreads 总是让 Maya 崩溃?的主要内容,如果未能解决你的问题,请参考以下文章
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