# SOME DESCRIPTIVE TITLE. # Copyright (C) 2014-2022, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) # This file is distributed under the same license as the Godot Engine package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.5\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2022-09-09 16:03+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/cpp/custom_godot_servers.rst:4 msgid "Custom Godot servers" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:7 msgid "Introduction" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:9 msgid "Godot implements multi-threading as servers. Servers are daemons which manage data, process it, and push the result. Servers implement the mediator pattern which interprets resource ID and process data for the engine and other modules. In addition, the server claims ownership for its RID allocations." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:15 msgid "This guide assumes the reader knows how to create C++ modules and Godot data types. If not, refer to :ref:`doc_custom_modules_in_c++`." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:19 #: ../../docs/development/cpp/custom_godot_servers.rst:316 msgid "References" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:21 msgid "`Why does Godot use servers and RIDs? `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:22 msgid "`Singleton pattern `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:23 msgid "`Mediator pattern `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:26 msgid "What for?" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:28 msgid "Adding artificial intelligence." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:29 msgid "Adding custom asynchronous threads." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:30 msgid "Adding support for a new input device." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:31 msgid "Adding writing threads." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:32 msgid "Adding a custom VoIP protocol." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:33 msgid "And more..." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:36 msgid "Creating a Godot server" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:38 msgid "At minimum, a server must have a static instance, a sleep timer, a thread loop, an initialization state and a cleanup procedure." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:274 msgid "Custom managed resource data" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:276 msgid "Godot servers implement a mediator pattern. All data types inherit ``RID_Data``. ``RID_Owner`` owns the object when ``make_rid`` is called. During debug mode only, RID_Owner maintains a list of RIDs. In practice, RIDs are similar to writing object-oriented C code." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:318 msgid ":ref:`RID`" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:319 msgid "`core/rid.h `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:322 msgid "Registering the class in GDScript" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:324 msgid "Servers are allocated in ``register_types.cpp``. The constructor sets the static instance and ``init()`` creates the managed thread; ``unregister_types.cpp`` cleans up the server." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:328 msgid "Since a Godot server class creates an instance and binds it to a static singleton, binding the class might not reference the correct instance. Therefore, a dummy class must be created to reference the proper Godot server." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:332 msgid "In ``register_server_types()``, ``Engine::get_singleton()->add_singleton`` is used to register the dummy class in GDScript." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:376 msgid "`servers/register_server_types.cpp `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:379 msgid "Bind methods" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:381 msgid "The dummy class binds singleton methods to GDScript. In most cases, the dummy class methods wraps around." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:389 msgid "Binding Signals" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:391 msgid "It is possible to emit signals to GDScript by calling the GDScript dummy object." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:466 msgid "MessageQueue" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:468 msgid "In order to send commands into SceneTree, MessageQueue is a thread-safe buffer to queue set and call methods for other threads. To queue a command, obtain the target object RID and use either ``push_call``, ``push_set``, or ``push_notification`` to execute the desired behavior. The queue will be flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is executed." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:475 msgid "References:" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:477 msgid "`core/message_queue.cpp `__" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:480 msgid "Summing it up" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:482 msgid "Here is the GDScript sample code:" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:506 msgid "Notes" msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:508 msgid "The actual `Hilbert Hotel `__ is impossible." msgstr "" #: ../../docs/development/cpp/custom_godot_servers.rst:509 msgid "Connecting signal example code is pretty hacky." msgstr "" #: ../../docs/:0 msgid "Translation status" msgstr ""