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+.. _doc_thread_safe_apis:
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+
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+Thread Safe APIs
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+=============
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+
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+Threads
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+-------
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+
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+Using threads is a common way to balance processing scatter it across CPUs and cores.
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+Godot supports multi threading, but not in the whole engine.
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+
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+Below is a list of the areas in Godot and how they can be used with threads.
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+
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+Global Scope
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+------------
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+
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+:ref:`Global Scope<class_@GlobalScope>` singletons are all thread safe. Accessing servers from threads is supported (for VisualServer and Physics servers, ensure threaded or thread safe operation is enabled in the project settings!).
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+
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+This makes them ideal for code that creates dozens of thousands of instances in servers and controls them from threads. Of course, it requires a bit more code, as this is used directly and not within the scene tree.
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+
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+Scene Tree
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+----------
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+
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+Interacting with the active scene tree is **NOT** thread safe. Make sure to use mutexes when sending data between threads. If you want to call functions from a thread, the *call_deferred* function may be used:
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+
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+::
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+
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+ # unsafe:
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+ node.add_child(child_node)
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+ # safe:
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+ node.call_deferred("add_child",child_node)
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+
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+However, creating scene chunks (nodes in tree arrangement) outside the active tree is fine. This way, parts of a scene can be built or instantiated in a thread, then added in the main thread:
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+
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+::
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+
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+ var enemy_scene = load("res://enemy_scene.scn").instance()
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+ var enemy = enemy_scene.instance()
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+ enemy.add_child(weapon) #set a weapon
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+ world.call_deferred("add_child",enemy)
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+
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+Containers
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+----------
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+
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+In GDScript, reading and writing elements from multiple threads is ok, but anything that changes the container size (resizing, adding or removing elements) requires locking a mutex.
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+
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+Resources
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+---------
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+
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+Modifying a unique resource from multiple threads is not supported, but loading them on threads or handling a reference is perfectly supported. Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, then added to the active scene in the main thread.
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+
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+
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