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Add tutorial about using multiple threads.
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@@ -5,4 +5,5 @@ Multi-threading
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:maxdepth: 1
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:name: toc-learn-features-threads
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using_multiple_threads
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thread_safe_apis
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@@ -0,0 +1,155 @@
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.. _doc_using_multiple_threads:
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Using Multiple Threads
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======================
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Threads
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-------
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Threads allow simultaneous execution of code. It allows off-loading work.
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Godot supports threads and provides many handy functions for GDScript to use them.
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.. note:: If using other languages (C#, C++), it may be easier to use the threading classes they support.
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Creating a Thread
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------------------
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Creating a thread is very simple, just use the following code:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var thread = null
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# The thread will start here
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func _ready():
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thread = Thread.new()
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thread.start(self,"_thread_function","Wafflecopter")
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# Run here and exit
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func _thread_function(userdata):
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print("I'm a thread! Userdata is: ",userdata)
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# Thread must be disposed (or "Joined"), for portability
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func _exit_tree():
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thread.wait_to_finish()
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Your function will, then, run in a separate thread, then will exit.
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Even if the function exits, 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 collect it.
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Mutexes
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-------
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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.
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When processing your own data or calling your own functions, as a rule, try to avoid accessing the same data from different threads.
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Even if your data supports this, 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.
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Here is an example of using a mutex to access data:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var counter = 0
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var mutex = null
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var thread = null
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# The thread will start here
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func _ready():
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mutex = Mutex.new()
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thread = Thread.new()
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thread.start(self,"_thread_function","Wafflecopter")
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#increase value, protect it with mutex
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mutex.lock()
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counter+=1
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mutex.unlock()
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# Increment the value from the thread, too
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func _thread_function(userdata):
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mutex.lock()
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counter+=1
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mutex.unlock()
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# Thread must be disposed (or "Joined"), for portability
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func _exit_tree():
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thread.wait_to_finish()
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print("Counter is: ",counter) # Should be 2
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Semaphores
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-----------
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Sometimes you want your thread to work *"On Demand"*. In other words, tell it when to work and let it suspend when it doesn't.
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For this *:ref`Semaphores<class_Semaphore>`* are used. The function *wait()* is used in the thread to suspend it until some data arrives.
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The main thread, instead, uses *post()* to signal that data is ready:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var counter = 0
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var mutex = null
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var semaphore = null
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var thread = null
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var exit_thread = false
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# The thread will start here
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func _ready():
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mutex = Mutex.new()
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semaphore = Semaphore.new()
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exit_thread=false
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thread = Thread.new()
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thread.start(self,"_thread_function","Wafflecopter")
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func _thread_function(userdata):
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while(true):
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semaphore.wait() # wait until posted
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mutex.lock()
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var should_exit = exit_thread # protect with mutex
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mutex.unlock()
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if (should_exit):
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break
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mutex.lock()
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counter+=1 # increment counter, protect with mutex
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mutex.unlock()
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func increment_counter():
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semaphore.post() # Make the thread process
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func get_counter():
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mutex.lock()
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# copy counter, protect with mutex
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var counter_value = counter
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mutex.unlock()
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return counter_value
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# Thread must be disposed (or "Joined"), for portability
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func _exit_tree():
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# Set exit condition to true
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mutex.lock()
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exit_thread = true # protect with mutex
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mutex.unlock()
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# unblock by posting
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semaphore.post()
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# wait until it exits
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thread.wait_to_finish()
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# Print the counter
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print("Counter is: ",counter)
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