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ReStructuredText
53 lines
2.0 KiB
ReStructuredText
.. _doc_thread_safe_apis:
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Thread safe APIs
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================
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Threads
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-------
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Using threads is a common way to balance processing scatter it across CPUs and cores.
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Godot supports multi threading, but not in the whole engine.
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Below is a list of the areas in Godot and how they can be used with threads.
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Global scope
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------------
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:ref:`Global Scope<class_@GlobalScope>` singletons are all thread safe. Accessing servers from threads is supported (for VisualServer and Physics servers, ensure threaded or thread safe operation is enabled in the project settings!).
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This makes them ideal for code that creates dozens of thousands of instances in servers and controls them from threads. Of course, it requires a bit more code, as this is used directly and not within the scene tree.
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Scene tree
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----------
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Interacting with the active scene tree is **NOT** thread safe. Make sure to use mutexes when sending data between threads. If you want to call functions from a thread, the *call_deferred* function may be used:
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::
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# Unsafe:
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node.add_child(child_node)
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# Safe:
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node.call_deferred("add_child", child_node)
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However, creating scene chunks (nodes in tree arrangement) outside the active tree is fine. This way, parts of a scene can be built or instantiated in a thread, then added in the main thread:
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::
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var enemy_scene = load("res://enemy_scene.scn").instance()
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var enemy = enemy_scene.instance()
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enemy.add_child(weapon) # Set a weapon.
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world.call_deferred("add_child", enemy)
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GDScript arrays, dictionaries
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-----------------------------
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In GDScript, reading and writing elements from multiple threads is ok, but anything that changes the container size (resizing, adding or removing elements) requires locking a mutex.
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Resources
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---------
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Modifying a unique resource from multiple threads is not supported, but loading them on threads or handling a reference is perfectly supported. Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, then added to the active scene in the main thread.
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