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Update background_loading.rst

Update tutorials/io/background_loading.rst

Co-authored-by: Yuri Sizov <[email protected]>

Update background_loading.rst

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      tutorials/io/background_loading.rst

+ 43 - 264
tutorials/io/background_loading.rst

@@ -1,5 +1,3 @@
-:article_outdated: True
-
 .. _doc_background_loading:
 
 Background loading
@@ -10,299 +8,80 @@ level), you might want to show a loading screen with some indication
 that progress is being made. The main load method
 (``ResourceLoader::load`` or just ``load`` from GDScript) blocks your
 thread, making your game appear frozen and unresponsive while the resource is being loaded. This
-document discusses the alternative of using the ``ResourceInteractiveLoader`` class for smoother
+document discusses the alternative of using ``ResourceLoader``'s other methods class for smoother
 load screens.
 
-ResourceInteractiveLoader
--------------------------
-
-The ``ResourceInteractiveLoader`` class allows you to load a resource in
-stages. Every time the method ``poll`` is called, a new stage is loaded,
-and control is returned to the caller. Each stage is generally a
-sub-resource that is loaded by the main resource. For example, if you're
-loading a scene that loads 10 images, each image will be one stage.
-
+ResourceLoader
+--------------
 Usage
 -----
 
 Usage is generally as follows
 
-Obtaining a ResourceInteractiveLoader
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-.. code-block:: cpp
-
-    Ref<ResourceInteractiveLoader> ResourceLoader::load_interactive(String p_path);
-
-This method will give you a ResourceInteractiveLoader that you will use
-to manage the load operation.
-
-Polling
-~~~~~~~
-
-.. code-block:: cpp
-
-    Error ResourceInteractiveLoader::poll();
-
-Use this method to advance the progress of the load. Each call to
-``poll`` will load the next stage of your resource. Keep in mind that
-each stage is one entire "atomic" resource, such as an image, or a mesh,
-so it will take several frames to load.
+Start a load request
+~~~~~~~~~~~~~~~~~~~~
 
-Returns ``OK`` on no errors, ``ERR_FILE_EOF`` when loading is finished.
-Any other return value means there was an error and loading has stopped.
+.. code-block:: gdscript
 
-Load progress (optional)
-~~~~~~~~~~~~~~~~~~~~~~~~
+    func ResourceLoader.load_threaded_request(path: String, type_hint: String = "", use_sub_threads: bool = false, cache_mode: int = 1) -> int
 
-To query the progress of the load, use the following methods:
+This method will start to load the resource using thread(s).
 
-.. code-block:: cpp
-
-    int ResourceInteractiveLoader::get_stage_count() const;
-    int ResourceInteractiveLoader::get_stage() const;
-
-``get_stage_count`` returns the total number of stages to load.
-``get_stage`` returns the current stage being loaded.
-
-Forcing completion (optional)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Checking Status
+~~~~~~~~~~~~~~~
 
-.. code-block:: cpp
+.. code-block:: gdscript
 
-    Error ResourceInteractiveLoader::wait();
+    func ResourceLoader.load_threaded_get_status(path: String, progress: Array = []) -> int
 
-Use this method if you need to load the entire resource in the current
-frame, without any more steps.
+Returns ``ResourceLoader.THREAD_LOAD_FAILED``, ``ResourceLoader.THREAD_LOAD_IN_PROGRESS``, 
+``ResourceLoader.THREAD_LOAD_INVALID_RESOURCE``, or ``ResourceLoader.THREAD_LOAD_LOADED``.
+The progress can be obtained by passing an array variable via progress which will return a one element array containing the percentage.
 
-Obtaining the resource
-~~~~~~~~~~~~~~~~~~~~~~
+Getting the resource (forces completion)
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
-.. code-block:: cpp
+.. code-block:: gdscript
 
-    Ref<Resource> ResourceInteractiveLoader::get_resource();
+    func ResourceLoader.load_threaded_get(path: String) -> Resource
 
-If everything goes well, use this method to retrieve your loaded
-resource.
+To obtain the resource call this method. This will wait (block) until it can return the resource.
 
 Example
 -------
 
-This example demonstrates how to load a new scene. Consider it in the
-context of the :ref:`doc_singletons_autoload` example.
-
-First, we set up some variables and initialize the ``current_scene``
-with the main scene of the game:
-
-::
-
-    var loader
-    var wait_frames
-    var time_max = 100 # msec
-    var current_scene
-
-
-    func _ready():
-        var root = get_tree().get_root()
-        current_scene = root.get_child(root.get_child_count() -1)
-
-The function ``goto_scene`` is called from the game when the scene
-needs to be switched. It requests an interactive loader, and calls
-``set_process(true)`` to start polling the loader in the ``_process``
-callback. It also starts a "loading" animation, which could show a
-progress bar or loading screen.
-
-::
-
-    func goto_scene(path): # Game requests to switch to this scene.
-        loader = ResourceLoader.load_interactive(path)
-        if loader == null: # Check for errors.
-            show_error()
-            return
-        set_process(true)
-
-        current_scene.queue_free() # Get rid of the old scene.
-
-        # Start your "loading..." animation.
-        get_node("animation").play("loading")
-
-        wait_frames = 1
-
-``_process`` is where the loader is polled. ``poll`` is called, and then
-we deal with the return value from that call. ``OK`` means keep polling,
-``ERR_FILE_EOF`` means loading is done, anything else means there was an
-error. Also note we skip one frame (via ``wait_frames``, set on the
-``goto_scene`` function) to allow the loading screen to show up.
-
-Note how we use ``OS.get_ticks_msec`` to control how long we block the
-thread. Some stages might load fast, which means we might be able
-to cram more than one call to ``poll`` in one frame; some might take way
-more than your value for ``time_max``, so keep in mind we won't have
-precise control over the timings.
-
-::
-
-    func _process(time):
-        if loader == null:
-            # no need to process anymore
-            set_process(false)
-            return
-
-        # Wait for frames to let the "loading" animation show up.
-        if wait_frames > 0:
-            wait_frames -= 1
-            return
-
-        var t = OS.get_ticks_msec()
-        # Use "time_max" to control for how long we block this thread.
-        while OS.get_ticks_msec() < t + time_max:
-            # Poll your loader.
-            var err = loader.poll()
-
-            if err == ERR_FILE_EOF: # Finished loading.
-                var resource = loader.get_resource()
-                loader = null
-                set_new_scene(resource)
-                break
-            elif err == OK:
-                update_progress()
-            else: # Error during loading.
-                show_error()
-                loader = null
-                break
-
-Some extra helper functions. ``update_progress`` updates a progress bar,
-or can also update a paused animation (the animation represents the
-entire load process from beginning to end). ``set_new_scene`` puts the
-newly loaded scene on the tree. Because it's a scene being loaded,
-``instance()`` needs to be called on the resource obtained from the
-loader.
-
-::
-
-    func update_progress():
-        var progress = float(loader.get_stage()) / loader.get_stage_count()
-        # Update your progress bar?
-        get_node("progress").set_progress(progress)
-
-        # ...or update a progress animation?
-        var length = get_node("animation").get_current_animation_length()
-
-        # Call this on a paused animation. Use "true" as the second argument to
-        # force the animation to update.
-        get_node("animation").seek(progress * length, true)
-
-
-    func set_new_scene(scene_resource):
-        current_scene = scene_resource.instantiate()
-        get_node("/root").add_child(current_scene)
-
-Using multiple threads
-----------------------
-
-ResourceInteractiveLoader can be used from multiple threads. A couple of
-things to keep in mind if you attempt it:
-
-Use a semaphore
-~~~~~~~~~~~~~~~
-
-While your thread waits for the main thread to request a new resource,
-use a ``Semaphore`` to sleep (instead of a busy loop or anything similar).
-
-Not blocking main thread during the polling
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-If you have a mutex to allow calls from the main thread to your loader
-class, don't lock the main thread while you call ``poll`` on your loader class. When a
-resource is done loading, it might require some resources from the
-low-level APIs (RenderingServer, etc), which might need to lock the main
-thread to acquire them. This might cause a deadlock if the main thread
-is waiting for your mutex while your thread is waiting to load a
-resource.
-
-Example class
--------------
-
-You can find an example class for loading resources in threads here:
-:download:`resource_queue.gd <files/resource_queue.gd>`. Usage is as follows:
-
-::
-
-    func start()
-
-Call after you instance the class to start the thread.
-
-::
-
-    func queue_resource(path, p_in_front = false)
-
-Queue a resource. Use optional argument "p_in_front" to put it in
-front of the queue.
-
-::
+This example demonstrates how to load a scene in the background.
+In this example we will have a button spawn a enemy when pressed.
+The enemy will be ``Enemy.tscn`` which we will load on ``_ready`` and instantiate when pressed.
+The path will be ``"Enemy.tscn"`` which is located at ``res://Enemy.tscn``.
 
-    func cancel_resource(path)
-
-Remove a resource from the queue, discarding any loading done.
+First, we will start a request to load the resource and connect the button:
 
 ::
 
-    func is_ready(path)
-
-Returns ``true`` if a resource is fully loaded and ready to be retrieved.
+    # Define the path of the enemy
+    const ENEMY_SCENE_PATH : String = "Enemy.tscn"
+    # It isn't necessary to use constants but it can make it easier if the resource is moved around.
 
-::
+        func _ready():
+            # Start the request for Enemy.tscn , this will not block
+            ResourceLoader.load_threaded_request(ENEMY_SCENE_PATH)
+            # Connect the button to our method on_button_pressed
+            self.pressed.connect(on_button_pressed)
 
-    func get_progress(path)
-
-Get the progress of a resource. Returns -1 if there was an error (for example if the
-resource is not in the queue), or a number between 0.0 and 1.0 with the
-progress of the load. Use mostly for cosmetic purposes (updating
-progress bars, etc), use ``is_ready`` to find out if a resource is
-actually ready.
+Now on_button_pressed will be called when the button is pressed.
+This method will be used to spawn an enemy.
 
 ::
 
-    func get_resource(path)
-
-Returns the fully loaded resource, or ``null`` on error. If the resource is
-not fully loaded (``is_ready`` returns ``false``), it will block your thread
-and finish the load. If the resource is not on the queue, it will call
-``ResourceLoader::load`` to load it normally and return it.
-
-Example:
-~~~~~~~~
-
-::
-
-    # Initialize.
-    queue = preload("res://resource_queue.gd").new()
-    queue.start()
-
-    # Suppose your game starts with a 10 second cutscene, during which the user
-    # can't interact with the game.
-    # For that time, we know they won't use the pause menu, so we can queue it
-    # to load during the cutscene:
-    queue.queue_resource("res://pause_menu.tres")
-    start_cutscene()
-
-    # Later, when the user presses the pause button for the first time:
-    pause_menu = queue.get_resource("res://pause_menu.tres").instantiate()
-    pause_menu.show()
-
-    # When you need a new scene:
-    queue.queue_resource("res://level_1.tscn", true)
-    # Use "true" as the second argument to put it at the front of the queue,
-    # pausing the load of any other resource.
-
-    # To check progress.
-    if queue.is_ready("res://level_1.tscn"):
-        show_new_level(queue.get_resource("res://level_1.tscn"))
-    else:
-        update_progress(queue.get_progress("res://level_1.tscn"))
-
-    # When the user walks away from the trigger zone in your Metroidvania game:
-    queue.cancel_resource("res://zone_2.tscn")
+    func on_button_pressed(): # Button was pressed
+        # Obtain the resource now that we need it
+        var enemy_scene = ResourceLoader.load_threaded_get(ENEMY_SCENE_PATH)
+        # Instantiate the enemy scene
+        var enemy = enemy_scene.instantiate()
+        # Add it to the current scene
+        add_child(enemy)
+        
 
 **Note**: this code, in its current form, is not tested in real world
 scenarios. If you run into any issues, ask for help in one of