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init commit custom godot servers, new file (#1400)
* custom godot servers, new tutorial
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development/cpp/custom_godot_servers.rst
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474
development/cpp/custom_godot_servers.rst
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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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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 this guide :ref:`doc_custom_modules_in_c++`.
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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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- `Sigleton 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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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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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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.. code:: cpp
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#ifndef HILBERT_HOTEL_H
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#define HILBERT_HOTEL_H
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#include "object.h"
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#include "list.h"
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#include "rid.h"
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#include "set.h"
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#include "variant.h"
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#include "os/thread.h"
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#include "os/mutex.h"
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class HilbertHotel : public Object {
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GDCLASS(HilbertHotel, Object);
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static HilbertHotel *singleton;
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static void thread_func(void *p_udata);
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private:
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bool thread_exited;
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mutable bool exit_thread;
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Thread *thread;
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Mutex *mutex;
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public:
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static HilbertHotel *get_singleton();
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Error init();
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void lock();
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void unlock();
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void finish();
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protected:
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static void _bind_methods();
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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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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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bool empty();
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bool delete_bus(RID id);
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void clear();
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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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#include "variant.h"
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#include "os/os.h"
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#include "list.h"
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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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uint64_t msdelay = 1000;
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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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}
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OS::get_singleton()->delay_usec(msdelay * 1000);
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}
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}
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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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void HilbertHotel::register_rooms() {
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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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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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void HilbertHotel::unlock() {
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if (!thread || !mutex)
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return;
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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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return;
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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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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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return;
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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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memdelete(mutex);
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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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RID ret = bus_owner.make_rid(ptr);
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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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bool HilbertHotel::delete_bus(RID id) {
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if (bus_owner.owns(id)) {
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lock();
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InfiniteBus *b = bus_owner.get(id);
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bus_owner.free(id);
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buses.erase(id);
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memdelete(b);
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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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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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HilbertHotel::HilbertHotel() {
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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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107,109,113,127,131,137,139,149,151,
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157,163,167,173,179,181,191,193,197,
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199,211,223,227,229,233,239,241,251,
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257,263,269,271,277,281,283,293,307,
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311,313,317,331,337,347,349,353,359,
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367,373,379,383,389,397,401,409,419,
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421,431,433,439,443,449,457,461,463,
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467,479,487,491,499,503,509,521,523,
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541,547,557,563,569,571,577,587,593,
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599,601,607,613,617,619,631,641,643,
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647,653,659,661,673,677,683,691,701,
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709,719,727,733,739,743,751,757,761,
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769,773,787,797,809,811,821,823,827,
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829,839,853,857,859,863,877,881,883,
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887,907,911,919,929,937,941,947,953,
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967,971,977,983,991,997,1009,1013,1019,
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1021,1031,1033,1039,1049,1051,1061,1063,1069,
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1087,1091,1093,1097,1103,1109,1117,1123,1129,
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1151,1153,1163,1171,1181,1187,1193,1201,1213,
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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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----------------------------
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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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.. code:: cpp
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class InfiniteBus : public RID_Data {
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RID self;
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private:
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uint64_t prime_num;
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uint64_t num;
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public:
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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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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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~~~~~~~~~~~
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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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---------------------------------
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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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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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.. code:: cpp
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/* register_types.cpp */
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#include "register_types.h"
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#include "class_db.h"
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#include "hilbert_hotel.h"
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#include "engine.h"
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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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}
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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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}
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.. code:: cpp
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/* register_types.h */
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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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~~~~~~~~~~~~
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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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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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Binding Signals
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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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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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.. code:: cpp
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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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protected:
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static void _bind_methods();
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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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_HilbertHotel *_HilbertHotel::get_singleton() { return singleton; }
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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
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the target object RID and use either push_call, push_set, or push_notification
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to execute the desired behavior. Queue will be flushed whenever either
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``SceneTree::idle`` or ``SceneTree::iteration`` are executed.
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References:
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~~~~~~~~~~~
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- `core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/core/message_queue.cpp>`__
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Summing it up
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-------------
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Here is the GDScript sample code
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.. code::
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extends Node
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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func _ready():
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# Called when the node is added to the scene for the first time.
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# Initialization here
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print("start Debugging")
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HilbertHotel.connect("occupy_room", self, "_print_occupy_room")
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var rid = HilbertHotel.create_bus()
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OS.delay_msec(2000)
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HilbertHotel.create_bus()
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OS.delay_msec(2000)
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HilbertHotel.create_bus()
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OS.delay_msec(2000)
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print(HilbertHotel.get_bus_info(rid))
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HilbertHotel.delete_bus(rid)
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print("ready done")
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pass
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func _print_occupy_room(room_number, r_id):
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print("room_num: " + str(room_number) + " rid: " + str(r_id))
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print(HilbertHotel.get_bus_info(r_id))
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Notes
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~~~~~
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- Actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible
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- Connecting signal example code is pretty hacky
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@@ -14,4 +14,5 @@ Engine development
|
||||
custom_modules_in_cpp
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||||
custom_resource_format_loaders
|
||||
custom_audiostreams
|
||||
custom_godot_servers
|
||||
creating_android_modules
|
||||
|
||||
Reference in New Issue
Block a user