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108 lines
4.7 KiB
ReStructuredText
108 lines
4.7 KiB
ReStructuredText
.. _doc_autoloads_versus_internal_nodes:
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Autoloads versus regular nodes
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==============================
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Godot offers a feature to automatically load nodes at the root of your project,
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allowing you to access them globally, that can fulfill the role of a Singleton:
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:ref:`doc_singletons_autoload`. These autoloaded nodes are not freed when you
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change the scene from code with :ref:`SceneTree.change_scene_to_file <class_SceneTree_method_change_scene_to_file>`.
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In this guide, you will learn when to use the Autoload feature, and techniques
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you can use to avoid it.
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The cutting audio issue
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-----------------------
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Other engines can encourage the use of creating manager classes, singletons that
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organize a lot of functionality into a globally accessible object. Godot offers
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many ways to avoid global state thanks to the node tree and signals.
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For example, let's say we are building a platformer and want to collect coins
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that play a sound effect. There's a node for that: the :ref:`AudioStreamPlayer
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<class_AudioStreamPlayer>`. But if we call the ``AudioStreamPlayer`` while it is
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already playing a sound, the new sound interrupts the first.
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A solution is to code a global, autoloaded sound manager class. It generates a
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pool of ``AudioStreamPlayer`` nodes that cycle through as each new request for
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sound effects comes in. Say we call that class ``Sound``, you can use it from
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anywhere in your project by calling ``Sound.play("coin_pickup.ogg")``. This
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solves the problem in the short term but causes more problems:
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1. **Global state**: one object is now responsible for all objects' data. If the
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``Sound`` class has errors or doesn't have an AudioStreamPlayer available,
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all the nodes calling it can break.
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2. **Global access**: now that any object can call ``Sound.play(sound_path)``
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from anywhere, there's no longer an easy way to find the source of a bug.
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3. **Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes
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stored from the start, you can either have too few and face bugs, or too many
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and use more memory than you need.
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.. note::
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About global access, the problem is that any code anywhere could pass wrong
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data to the ``Sound`` autoload in our example. As a result, the domain to
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explore to fix the bug spans the entire project.
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When you keep code inside a scene, only one or two scripts may be
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involved in audio.
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Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
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needs within itself and all these problems go away:
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1. Each scene manages its own state information. If there is a problem with the
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data, it will only cause issues in that one scene.
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2. Each scene accesses only its own nodes. Now, if there is
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a bug, it's easy to find which node is at fault.
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3. Each scene allocates exactly the amount of resources it needs.
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Managing shared functionality or data
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-------------------------------------
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Another reason to use an Autoload can be that you want to reuse the same method
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or data across many scenes.
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In the case of functions, you can create a new type of ``Node`` that provides
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that feature for an individual scene using the :ref:`class_name
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<doc_gdscript_basics_class_name>` keyword in GDScript.
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When it comes to data, you can either:
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1. Create a new type of :ref:`Resource <class_Resource>` to share the data.
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2. Store the data in an object to which each node has access, for example using
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the ``owner`` property to access the scene's root node.
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When you should use an Autoload
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-------------------------------
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GDScript supports the creation of ``static`` functions using ``static func``.
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When combined with ``class_name``, this makes it possible to create libraries of
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helper functions without having to create an instance to call them. The
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limitation of static functions is that they can't reference member variables,
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non-static functions or ``self``.
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Since Godot 4.1, GDScript also supports ``static`` variables using ``static var``.
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This means you can now share a variables across instances of a class without
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having to create a separate autoload.
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Still, autoloaded nodes can simplify your code for systems with a wide scope. If
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the autoload is managing its own information and not invading the data of other
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objects, then it's a great way to create systems that handle broad-scoped tasks.
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For example, a quest or a dialogue system.
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.. note::
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An autoload is *not* necessarily a singleton. Nothing prevents you from
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instantiating copies of an autoloaded node. An autoload is only a tool that
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makes a node load automatically as a child of the root of your scene tree,
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regardless of your game's node structure or which scene you run, e.g. by
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pressing the :kbd:`F6` key.
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As a result, you can get the autoloaded node, for example an autoload called
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``Sound``, by calling ``get_node("/root/Sound")``.
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