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- .. _doc_thread_safe_apis:
- Thread safe APIs
- ================
- Threads
- -------
- Threads are used to balance processing power across CPUs and cores.
- Godot supports multithreading, but not in the whole engine.
- Below is a list of ways multithreading can be used in different areas of Godot.
- Global scope
- ------------
- :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!).
- 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.
- Scene tree
- ----------
- 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:
- ::
- # Unsafe:
- node.add_child(child_node)
- # Safe:
- node.call_deferred("add_child", child_node)
- 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:
- ::
- var enemy_scene = load("res://enemy_scene.scn").instance()
- var enemy = enemy_scene.instance()
- enemy.add_child(weapon) # Set a weapon.
- world.call_deferred("add_child", enemy)
- Still, this is only really useful if you have **one** thread loading data.
- Attempting to load or create scene chunks from multiple threads may work, but you risk
- resources (which are only loaded once in Godot) tweaked by the multiple
- threads, resulting in unexpected behaviors or crashes.
- Only use more than one thread to generate scene data if you *really* know what
- you are doing and you are sure that a single resource is not being used or
- set in multiple ones. Otherwise, you are safer just using the servers API
- (which is fully thread-safe) directly and not touching scene or resources.
- GDScript arrays, dictionaries
- -----------------------------
- 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.
- Resources
- ---------
- 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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