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Merge pull request #1533 from Calinou/improve-custom-godot-servers
Improve Custom Godot servers page and fix typos
This commit is contained in:
committed by
mhilbrunner
parent
629266423f
commit
5527ff9b4b
@@ -1,45 +1,44 @@
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.. _doc_custom_godot_servers:
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Custom Godot Servers
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Custom Godot servers
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====================
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Introduction
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------------
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Godot implements multi threading as servers. Servers are daemons which
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manages data, processes, and pushes the result. Server implements the
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mediator pattern which interprets resource ID and process data for the
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engine and other modules. In addition, the server claims ownership for
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Godot implements multi-threading as servers. Servers are daemons which
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manages data, processes, and pushes the result. Servers implement the
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mediator pattern which interprets resource ID and process data for the
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engine and other modules. In addition, the server claims ownership for
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its RID allocations.
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This guide assumes the reader knows how to create C++ modules and Godot
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data types. If not, refer to :ref:`doc_custom_modules_in_c++`.
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This guide assumes the reader knows how to create C++ modules and godot
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data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`.
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References:
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References
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~~~~~~~~~~~
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- `Why does Godot use Servers and RIDs? <https://godotengine.org/article/why-does-godot-use-servers-and-rids>`__
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- `Why does Godot use servers and RIDs? <https://godotengine.org/article/why-does-godot-use-servers-and-rids>`__
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- `Sigleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__
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- `Singleton pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__
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- `Mediator Pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__
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- `Mediator pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__
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What for?
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---------
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- Adding AI
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- Adding a custom asynchronous threads
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- Adding Input support
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- Adding writing threads
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- Adding custom VOIP protocol
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- etc.
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- Adding artificial intelligence.
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- Adding custom asynchronous threads.
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- Adding support for a new input device.
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- Adding writing threads.
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- Adding a custom VoIP protocol.
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- And more...
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Creating a Godot Server
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Creating a Godot server
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-----------------------
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At minimum, a server must to have: a static instance, sleep timer, thread loop,
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initialize state, and cleanup.
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At minimum, a server must have a static instance, a sleep timer, a thread loop,
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an initialization state and a cleanup procedure.
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.. code:: cpp
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@@ -79,10 +78,10 @@ initialize state, and cleanup.
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private:
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uint64_t counter;
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RID_Owner<InfiniteBus> bus_owner;
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//https://github.com/godotengine/godot/blob/master/core/rid.h#L196
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// https://github.com/godotengine/godot/blob/master/core/rid.h#L196
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Set<RID> buses;
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void _emit_occupy_room(uint64_t room, RID rid);
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public:
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RID create_bus();
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Variant get_bus_info(RID id);
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@@ -92,8 +91,9 @@ initialize state, and cleanup.
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void register_rooms();
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HilbertHotel();
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};
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#endif
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.. code:: cpp
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#include "hilbert_hotel.h"
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@@ -103,12 +103,13 @@ initialize state, and cleanup.
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#include "dictionary.h"
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#include "prime_225.h"
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oid HilbertHotel::thread_func(void *p_udata){
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HilbertHotel *ac = (HilbertHotel *) p_udata;
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oid HilbertHotel::thread_func(void *p_udata) {
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HilbertHotel *ac = (HilbertHotel *) p_udata;
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uint64_t msdelay = 1000;
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while(!ac -> exit_thread){
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if(!ac -> empty()) {
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while (!ac -> exit_thread) {
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if (!ac -> empty()) {
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ac->lock();
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ac->register_rooms();
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ac->unlock();
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@@ -117,60 +118,81 @@ initialize state, and cleanup.
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}
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}
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Error HilbertHotel::init(){
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Error HilbertHotel::init() {
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thread_exited = false;
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counter = 0;
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mutex = Mutex::create();
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thread = Thread::create(HilbertHotel::thread_func, this);
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return OK;
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}
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HilbertHotel *HilbertHotel::singleton = NULL;
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HilbertHotel *HilbertHotel::get_singleton() { return singleton; }
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HilbertHotel *HilbertHotel::get_singleton() {
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return singleton;
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}
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void HilbertHotel::register_rooms() {
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for( Set<RID>::Element *e = buses.front(); e; e = e->next()) {
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for (Set<RID>::Element *e = buses.front(); e; e = e->next()) {
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auto bus = bus_owner.getornull(e->get());
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if(bus){
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if (bus) {
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uint64_t room = bus->next_room();
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_emit_occupy_room(room, bus->get_self());
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}
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}
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}
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}
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void HilbertHotel::unlock() {
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if (!thread || !mutex)
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if (!thread || !mutex) {
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return;
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}
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mutex->unlock();
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}
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void HilbertHotel::lock() {
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if (!thread || !mutex)
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if (!thread || !mutex) {
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return;
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}
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mutex->lock();
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}
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void HilbertHotel::_emit_occupy_room(uint64_t room, RID rid) {
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_HilbertHotel::get_singleton()->_occupy_room(room, rid);
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}
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Variant HilbertHotel::get_bus_info(RID id){
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InfiniteBus * bus = bus_owner.getornull(id);
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if(bus){
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if (bus) {
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Dictionary d;
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d["prime"] = bus->get_bus_num();
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d["current_room"] = bus->get_current_room();
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return d;
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}
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return Variant();
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}
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void HilbertHotel::finish() {
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if (!thread)
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if (!thread) {
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return;
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}
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exit_thread = true;
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Thread::wait_to_finish(thread);
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memdelete(thread);
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if (mutex)
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if (mutex) {
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memdelete(mutex);
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}
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thread = NULL;
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}
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RID HilbertHotel::create_bus() {
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lock();
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InfiniteBus *ptr = memnew(InfiniteBus(PRIME[counter++]));
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@@ -178,9 +200,11 @@ initialize state, and cleanup.
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ptr->set_self(ret);
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buses.insert(ret);
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unlock();
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return ret;
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}
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//https://github.com/godotengine/godot/blob/master/core/rid.h#L187
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// https://github.com/godotengine/godot/blob/master/core/rid.h#L187
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bool HilbertHotel::delete_bus(RID id) {
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if (bus_owner.owns(id)) {
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lock();
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@@ -191,17 +215,20 @@ initialize state, and cleanup.
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unlock();
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return true;
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}
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return false;
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}
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void HilbertHotel::clear() {
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for( Set<RID>::Element *e = buses.front(); e; e = e->next()) {
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for (Set<RID>::Element *e = buses.front(); e; e = e->next()) {
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delete_bus(e->get());
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}
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}
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bool HilbertHotel::empty() {
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return buses.size() <= 0;
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}
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void HilbertHotel::_bind_methods() {
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}
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@@ -209,12 +236,12 @@ initialize state, and cleanup.
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singleton = this;
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}
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.. code:: cpp
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/* prime_225.h */
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#include "int_types.h"
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const uint64_t PRIME[225] = {2,3,5,7,11,13,17,19,23,
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29,31,37,41,43,47,53,59,61,
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67,71,73,79,83,89,97,101,103,
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@@ -240,14 +267,14 @@ initialize state, and cleanup.
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1217,1223,1229,1231,1237,1249,1259,1277,1279,
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1283,1289,1291,1297,1301,1303,1307,1319,1321,
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1327,1361,1367,1373,1381,1399,1409,1423,1427};
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Custom Managed Resource Data
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Custom managed resource data
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----------------------------
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Godot servers implement a mediator pattern. All data types inherit ``RID_Data``.
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`RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is called. Only during debug mode,
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RID_Owner maintains a list of RID. In practice, RID is similar to writing
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object oriented C code.
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Godot servers implement a mediator pattern. All data types inherit ``RID_Data``.
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``RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is called. During debug mode only,
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RID_Owner maintains a list of RIDs. In practice, RIDs are similar to writing
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object-oriented C code.
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.. code:: cpp
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@@ -262,39 +289,46 @@ object oriented C code.
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uint64_t next_room() {
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return prime_num * num++;
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}
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uint64_t get_bus_num() const {
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return prime_num;
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}
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uint64_t get_current_room() const {
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return prime_num * num;
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}
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ void set_self(const RID &p_self) {
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self = p_self;
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}
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_FORCE_INLINE_ RID get_self() const {
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return self;
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}
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InfiniteBus(uint64_t prime) : prime_num(prime), num(1) {};
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~InfiniteBus() {};
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}
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References:
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References
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~~~~~~~~~~~
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- :ref:`RID<class_rid>`
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- `core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__
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Registering the class to GDScript
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Registering the class in GDScript
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---------------------------------
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Server are allocated in ``register_types.cpp``. The constructor sets the static
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instance and init creates the managed thread. ``unregister_types.cpp``
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cleans up the server
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Servers are allocated in ``register_types.cpp``. The constructor sets the static
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instance and ``init()`` creates the managed thread; ``unregister_types.cpp``
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cleans up the server.
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Since Godot Server class creates an instance and binds it to a static singleton,
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binding the class might not reference the correct instance. Therefore, a dummy
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class must be created to reference the proper Godot Server.
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In ``register_godotserver_types()``, ``Engine::get_singleton()->add_singleton`` is used to register the dummy class to GDScript.
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Since a Godot server class creates an instance and binds it to a static singleton,
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binding the class might not reference the correct instance. Therefore, a dummy
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class must be created to reference the proper Godot server.
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In ``register_server_types()``, ``Engine::get_singleton()->add_singleton``
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is used to register the dummy class in GDScript.
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.. code:: cpp
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@@ -308,39 +342,39 @@ In ``register_godotserver_types()``, ``Engine::get_singleton()->add_singleton``
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static HilbertHotel *hilbert_hotel = NULL;
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static _HilbertHotel *_hilbert_hotel = NULL;
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void register_hilbert_hotel_types() {
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hilbert_hotel = memnew(HilbertHotel);
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hilbert_hotel->init();
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_hilbert_hotel = memnew(_HilbertHotel);
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ClassDB::register_class<_HilbertHotel>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("HilbertHotel", _HilbertHotel::get_singleton()));
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hilbert_hotel = memnew(HilbertHotel);
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hilbert_hotel->init();
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_hilbert_hotel = memnew(_HilbertHotel);
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ClassDB::register_class<_HilbertHotel>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("HilbertHotel", _HilbertHotel::get_singleton()));
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}
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void unregister_hilbert_hotel_types() {
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if(hilbert_hotel){
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hilbert_hotel->finish();
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memdelete(hilbert_hotel);
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}
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if(_hilbert_hotel) {
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memdelete(_hilbert_hotel);
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}
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if (hilbert_hotel) {
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hilbert_hotel->finish();
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memdelete(hilbert_hotel);
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}
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if (_hilbert_hotel) {
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memdelete(_hilbert_hotel);
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}
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}
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.. code:: cpp
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/* register_types.h */
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/* Yes, the word in the middle must be the same as the module folder name */
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void register_hilbert_hotel_types();
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void unregister_hilbert_hotel_types();
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/* yes, the word in the middle must be the same as the module folder name */
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- `servers/register_server_types.cpp <https://github.com/godotengine/godot/blob/master/servers/register_server_types.cpp>`__
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Bind methods
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Bind methods
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~~~~~~~~~~~~
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The dummy class binds singleton methods to gdscript. In most cases, the dummy class methods wraps around.
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The dummy class binds singleton methods to GDScript. In most cases, the dummy class methods wraps around.
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.. code:: cpp
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@@ -350,7 +384,7 @@ The dummy class binds singleton methods to gdscript. In most cases, the dummy cl
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Binding Signals
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It is possible to emit signals to gdscript but calling the GDScript dummy object.
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It is possible to emit signals to GDScript but calling the GDScript dummy object.
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.. code:: cpp
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@@ -362,7 +396,7 @@ It is possible to emit signals to gdscript but calling the GDScript dummy object
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class _HilbertHotel : public Object {
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GDCLASS(_HilbertHotel, Object);
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friend class HilbertHotel;
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static _HilbertHotel *singleton;
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@@ -371,19 +405,20 @@ It is possible to emit signals to gdscript but calling the GDScript dummy object
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private:
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void _occupy_room(int room_number, RID bus);
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public:
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RID create_bus();
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void connect_singals();
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bool delete_bus(RID id);
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static _HilbertHotel *get_singleton();
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Variant get_bus_info(RID id);
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_HilbertHotel();
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~_HilbertHotel();
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};
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#endif
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.. code:: cpp
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_HilbertHotel *_HilbertHotel::singleton = NULL;
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@@ -392,38 +427,45 @@ It is possible to emit signals to gdscript but calling the GDScript dummy object
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RID _HilbertHotel::create_bus() {
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return HilbertHotel::get_singleton()->create_bus();
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}
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bool _HilbertHotel::delete_bus(RID rid) {
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return HilbertHotel::get_singleton()->delete_bus(rid);
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}
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void _HilbertHotel::_occupy_room(int room_number, RID bus){
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emit_signal("occupy_room", room_number, bus);
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}
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Variant _HilbertHotel::get_bus_info(RID id) {
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return HilbertHotel::get_singleton()->get_bus_info(id);
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}
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void _HilbertHotel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_bus_info", "r_id"), &_HilbertHotel::get_bus_info);
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ClassDB::bind_method(D_METHOD("create_bus"), &_HilbertHotel::create_bus);
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ClassDB::bind_method(D_METHOD("delete_bus"), &_HilbertHotel::delete_bus);
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ADD_SIGNAL(MethodInfo("occupy_room", PropertyInfo(Variant::INT, "room_number"), PropertyInfo(Variant::_RID, "r_id")));
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}
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void _HilbertHotel::connect_singals() {
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HilbertHotel::get_singleton()->connect("occupy_room", _HilbertHotel::get_singleton(), "_occupy_room");
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}
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_HilbertHotel::_HilbertHotel() {
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singleton = this;
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}
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_HilbertHotel::~_HilbertHotel() {
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}
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MessageQueue
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------------
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In order to send commands into scenetree, MessageQueue is a thread safe buffer
|
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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. Queue will be flushed whenever either
|
||||
``SceneTree::idle`` or ``SceneTree::iteration`` are executed.
|
||||
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.
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||||
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References:
|
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~~~~~~~~~~~
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@@ -433,19 +475,13 @@ References:
|
||||
Summing it up
|
||||
-------------
|
||||
|
||||
Here is the GDScript sample code
|
||||
Here is the GDScript sample code:
|
||||
|
||||
.. code::
|
||||
|
||||
|
||||
extends Node
|
||||
|
||||
# class member variables go here, for example:
|
||||
# var a = 2
|
||||
# var b = "textvar"
|
||||
|
||||
func _ready():
|
||||
# Called when the node is added to the scene for the first time.
|
||||
# Initialization here
|
||||
print("start Debugging")
|
||||
HilbertHotel.connect("occupy_room", self, "_print_occupy_room")
|
||||
var rid = HilbertHotel.create_bus()
|
||||
@@ -457,18 +493,13 @@ Here is the GDScript sample code
|
||||
print(HilbertHotel.get_bus_info(rid))
|
||||
HilbertHotel.delete_bus(rid)
|
||||
print("ready done")
|
||||
pass
|
||||
|
||||
|
||||
|
||||
func _print_occupy_room(room_number, r_id):
|
||||
print("room_num: " + str(room_number) + " rid: " + str(r_id))
|
||||
print(HilbertHotel.get_bus_info(r_id))
|
||||
|
||||
|
||||
Notes
|
||||
~~~~~
|
||||
|
||||
- Actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible
|
||||
|
||||
- Connecting signal example code is pretty hacky
|
||||
|
||||
- The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible.
|
||||
- Connecting signal example code is pretty hacky.
|
||||
|
||||
Reference in New Issue
Block a user