Files
godot-docs/tutorials/threads/using_multiple_threads.rst
2019-04-23 19:16:53 -03:00

154 lines
4.4 KiB
ReStructuredText

.. _doc_using_multiple_threads:
Using multiple threads
======================
Threads
-------
Threads allow simultaneous execution of code. It allows off-loading work from the main thread.
Godot supports threads and provides many handy functions to use them.
.. note:: If using other languages (C#, C++), it may be easier to use the threading classes they support.
Creating a Thread
------------------
Creating a thread is very simple, just use the following code:
.. tabs::
.. code-tab:: gdscript GDScript
var thread = null
# The thread will start here
func _ready():
thread = Thread.new()
thread.start(self,"_thread_function","Wafflecopter")
# Run here and exit
func _thread_function(userdata):
print("I'm a thread! Userdata is: ",userdata)
# Thread must be disposed (or "Joined"), for portability
func _exit_tree():
thread.wait_to_finish()
Your function will, then, run in a separate thread until it returns.
Even if the function has returned already, the thread must collect it, so call :ref:`Thread.wait_to_finish()<class_Thread_method_wait_to_finish>`, which will wait until the thread is done (if not done yet), then properly dispose of it.
Mutexes
-------
Accessing objects or data from multiple threads is not always supported (if you do it, it will cause unexpected behaviors or crashes). Read the :ref:`Thread Safe APIs<doc_thread_safe_apis>` to understand which engine APIs support multiple thread access.
When processing your own data or calling your own functions, as a rule, try to avoid accessing the same data directly from different threads. You may run into synchronization problems, as the data is not allways updated between CPU cores when modified. Always use a :ref:`Mutex<class_Mutex>` when accessing a piece of data from different threads.
Here is an example of using a mutex:
.. tabs::
.. code-tab:: gdscript GDScript
var counter = 0
var mutex = null
var thread = null
# The thread will start here
func _ready():
mutex = Mutex.new()
thread = Thread.new()
thread.start(self,"_thread_function")
#increase value, protect it with mutex
mutex.lock()
counter+=1
mutex.unlock()
# Increment the value from the thread, too
func _thread_function(userdata):
mutex.lock()
counter+=1
mutex.unlock()
# Thread must be disposed (or "Joined"), for portability
func _exit_tree():
thread.wait_to_finish()
print("Counter is: ",counter) # Should be 2
Semaphores
-----------
Sometimes you want your thread to work *"On Demand"*. In other words, tell it when to work and let it suspend when it isn't doing anything.
For this *:ref:`Semaphores<class_Semaphore>`* are used. The function :ref:`Semaphore.wait()<class_Semaphore_method_wait>` is used in the thread to suspend it until some data arrives.
The main thread, instead, uses :ref:`Semaphore.post()<class_Semaphore_method_post>` to signal that data is ready to be processed:
.. tabs::
.. code-tab:: gdscript GDScript
var counter = 0
var mutex = null
var semaphore = null
var thread = null
var exit_thread = false
# The thread will start here
func _ready():
mutex = Mutex.new()
semaphore = Semaphore.new()
exit_thread=false
thread = Thread.new()
thread.start(self,"_thread_function")
func _thread_function(userdata):
while(true):
semaphore.wait() # wait until posted
mutex.lock()
var should_exit = exit_thread # protect with mutex
mutex.unlock()
if (should_exit):
break
mutex.lock()
counter+=1 # increment counter, protect with mutex
mutex.unlock()
func increment_counter():
semaphore.post() # Make the thread process
func get_counter():
mutex.lock()
# copy counter, protect with mutex
var counter_value = counter
mutex.unlock()
return counter_value
# Thread must be disposed (or "Joined"), for portability
func _exit_tree():
# Set exit condition to true
mutex.lock()
exit_thread = true # protect with mutex
mutex.unlock()
# unblock by posting
semaphore.post()
# wait until it exits
thread.wait_to_finish()
# Print the counter
print("Counter is: ",counter)