Attention: Here be dragons
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(unstable) version of this documentation, which may document features
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Mehrere Threads verwenden
Siehe auch
For a list of multithreading primitives in C++, see Multithreading / Concurrency.
Threads
Threads ermöglichen die gleichzeitige Ausführung von Code. Es ermöglicht das Auslagern von Rechenlast aus dem Hauptprogramm.
Godot unterstützt Threads und bietet viele praktische Funktionen, um sie zu verwenden.
Bemerkung
Wenn Sie andere Sprachen verwenden (C#, C++), ist es möglicherweise einfacher, die von ihnen unterstützten Threading-Klassen zu verwenden.
Warnung
Bevor Sie eine Built-in-Klasse in einem Thread verwenden, lesen Sie zuerst Thread-sichere APIs, um zu prüfen, ob sie sicher in einem Thread verwendet werden kann.
Erstellen eines Threads
Um einen Thread zu erstellen, verwenden Sie den folgenden Code:
var thread: Thread
# The thread will start here.
func _ready():
thread = Thread.new()
# You can bind multiple arguments to a function Callable.
thread.start(_thread_function.bind("Wafflecopter"))
# Run here and exit.
# The argument is the bound data passed from start().
func _thread_function(userdata):
# Print the userdata ("Wafflecopter")
print("I'm a thread! Userdata is: ", userdata)
# Thread must be disposed (or "joined"), for portability.
func _exit_tree():
thread.wait_to_finish()
#pragma once
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/thread.hpp>
namespace godot {
class MultithreadingDemo : public Node {
GDCLASS(MultithreadingDemo, Node);
private:
Ref<Thread> worker;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
MultithreadingDemo();
~MultithreadingDemo();
void demo_threaded_function();
};
} // namespace godot
#include "multithreading_demo.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/os.hpp>
#include <godot_cpp/classes/time.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
void MultithreadingDemo::_bind_methods() {
ClassDB::bind_method(D_METHOD("threaded_function"), &MultithreadingDemo::demo_threaded_function);
}
void MultithreadingDemo::_notification(int p_what) {
// Prevents this from running in the editor, only during game mode. In Godot 4.3+ use Runtime classes.
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (p_what) {
case NOTIFICATION_READY: {
worker.instantiate();
worker->start(callable_mp(this, &MultithreadingDemo::demo_threaded_function), Thread::PRIORITY_NORMAL);
} break;
case NOTIFICATION_EXIT_TREE: { // Thread must be disposed (or "joined"), for portability.
// Wait until it exits.
if (worker.is_valid()) {
worker->wait_to_finish();
}
worker.unref();
} break;
}
}
MultithreadingDemo::MultithreadingDemo() {
// Initialize any variables here.
}
MultithreadingDemo::~MultithreadingDemo() {
// Add your cleanup here.
}
void MultithreadingDemo::demo_threaded_function() {
UtilityFunctions::print("demo_threaded_function started!");
int i = 0;
uint64_t start = Time::get_singleton()->get_ticks_msec();
while (Time::get_singleton()->get_ticks_msec() - start < 5000) {
OS::get_singleton()->delay_msec(10);
i++;
}
UtilityFunctions::print("demo_threaded_function counted to: ", i, ".");
}
Ihre Funktion wird dann in einem separaten Thread ausgeführt, bis sie zurückkehrt. Selbst wenn die Funktion bereits zurückgekehrt ist, muss der Thread sie einsammeln, also rufen Sie die Funktion Thread.wait_to_finish() auf, die wartet, bis der Thread fertig ist (wenn er nicht bereits fertig ist), und ihn dann ordnungsgemäß entsorgt.
Warnung
Creating threads is a slow operation, especially on Windows. To avoid unnecessary performance overhead, make sure to create threads before heavy processing is needed instead of creating threads just-in-time.
For example, if you need multiple threads during gameplay, you can create threads while the level is loading and only actually start processing with them later on.
Additionally, locking and unlocking of mutexes can also be an expensive operation. Locking should be done carefully; avoid locking too often (or for too long).
Mutexes
Der Zugriff auf Objekte oder Daten von mehreren Threads aus wird nicht immer unterstützt (wenn Sie es tun, führt es zu unerwartetem Verhalten oder Abstürzen). Lesen Sie die Dokumentation Thread-sichere APIs, um zu verstehen, welche Engine-APIs den Zugriff über mehrere Threads unterstützen.
Wenn Sie Ihre eigenen Daten verarbeiten oder Ihre eigenen Funktionen aufrufen, sollten Sie in der Regel vermeiden, von verschiedenen Threads aus direkt auf dieselben Daten zuzugreifen. Es kann zu Synchronisationsproblemen kommen, da die Daten bei Änderungen nicht immer zwischen den CPU-Kernen aktualisiert werden. Verwenden Sie immer einen Mutex, wenn Sie von verschiedenen Threads aus auf ein Datenelement zugreifen.
Wenn ein Thread Mutex.lock() aufruft, stellt er sicher, dass alle anderen Threads blockiert (in den Suspended-Zustand versetzt) werden, wenn sie versuchen, denselben Mutex zu sperren. Wenn der Mutex durch den Aufruf von Mutex.unlock() entsperrt wird, können die anderen Threads mit dem Lock fortfahren (aber nur einer nach dem anderen).
Hier ist ein Beispiel für die Verwendung eines Mutex:
var counter := 0
var mutex: Mutex
var thread: Thread
# The thread will start here.
func _ready():
mutex = Mutex.new()
thread = Thread.new()
thread.start(_thread_function)
# Increase value, protect it with Mutex.
mutex.lock()
counter += 1
mutex.unlock()
# Increment the value from the thread, too.
func _thread_function():
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.
#pragma once
#include <godot_cpp/classes/mutex.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/thread.hpp>
namespace godot {
class MutexDemo : public Node {
GDCLASS(MutexDemo, Node);
private:
int counter = 0;
Ref<Mutex> mutex;
Ref<Thread> thread;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
MutexDemo();
~MutexDemo();
void thread_function();
};
} // namespace godot
#include "mutex_demo.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/time.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
void MutexDemo::_bind_methods() {
ClassDB::bind_method(D_METHOD("thread_function"), &MutexDemo::thread_function);
}
void MutexDemo::_notification(int p_what) {
// Prevents this from running in the editor, only during game mode.
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (p_what) {
case NOTIFICATION_READY: {
UtilityFunctions::print("Mutex Demo Counter is starting at: ", counter);
mutex.instantiate();
thread.instantiate();
thread->start(callable_mp(this, &MutexDemo::thread_function), Thread::PRIORITY_NORMAL);
// Increase value, protect it with Mutex.
mutex->lock();
counter += 1;
UtilityFunctions::print("Mutex Demo Counter is ", counter, " after adding with Mutex protection.");
mutex->unlock();
} break;
case NOTIFICATION_EXIT_TREE: { // Thread must be disposed (or "joined"), for portability.
// Wait until it exits.
if (thread.is_valid()) {
thread->wait_to_finish();
}
thread.unref();
UtilityFunctions::print("Mutex Demo Counter is ", counter, " at EXIT_TREE."); // Should be 2.
} break;
}
}
MutexDemo::MutexDemo() {
// Initialize any variables here.
}
MutexDemo::~MutexDemo() {
// Add your cleanup here.
}
// Increment the value from the thread, too.
void MutexDemo::thread_function() {
mutex->lock();
counter += 1;
mutex->unlock();
}
Semaphoren
Manchmal möchten Sie, dass Ihr Thread "auf Anforderung" arbeitet. Mit anderen Worten, sagen Sie ihm, wann er arbeiten soll und pausieren Sie ihn, wenn er nichts zu tun hat. Dafür werden Semaphores verwendet. Die Funktion Semaphore.wait() wird im Thread benutzt, um ihn zu pausieren, bis Daten ankommen.
Der Hauptthread verwendet stattdessen Semaphore.post(), um zu signalisieren, dass die Daten zur Verarbeitung bereit sind:
var counter := 0
var mutex: Mutex
var semaphore: Semaphore
var thread: Thread
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(_thread_function)
func _thread_function():
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)
#pragma once
#include <godot_cpp/classes/mutex.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/semaphore.hpp>
#include <godot_cpp/classes/thread.hpp>
namespace godot {
class SemaphoreDemo : public Node {
GDCLASS(SemaphoreDemo, Node);
private:
int counter = 0;
Ref<Mutex> mutex;
Ref<Semaphore> semaphore;
Ref<Thread> thread;
bool exit_thread = false;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
SemaphoreDemo();
~SemaphoreDemo();
void thread_function();
void increment_counter();
int get_counter();
};
} // namespace godot
#include "semaphore_demo.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/time.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
void SemaphoreDemo::_bind_methods() {
ClassDB::bind_method(D_METHOD("thread_function"), &SemaphoreDemo::thread_function);
}
void SemaphoreDemo::_notification(int p_what) {
// Prevents this from running in the editor, only during game mode.
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (p_what) {
case NOTIFICATION_READY: {
UtilityFunctions::print("Semaphore Demo Counter is starting at: ", counter);
mutex.instantiate();
semaphore.instantiate();
exit_thread = false;
thread.instantiate();
thread->start(callable_mp(this, &SemaphoreDemo::thread_function), Thread::PRIORITY_NORMAL);
increment_counter(); // Call increment counter to test.
} break;
case NOTIFICATION_EXIT_TREE: { // Thread must be disposed (or "joined"), for portability.
// Set exit condition to true.
mutex->lock();
exit_thread = true; // Protect with Mutex.
mutex->unlock();
// Unblock by posting.
semaphore->post();
// Wait until it exits.
if (thread.is_valid()) {
thread->wait_to_finish();
}
thread.unref();
// Print the counter.
UtilityFunctions::print("Semaphore Demo Counter is ", get_counter(), " at EXIT_TREE.");
} break;
}
}
SemaphoreDemo::SemaphoreDemo() {
// Initialize any variables here.
}
SemaphoreDemo::~SemaphoreDemo() {
// Add your cleanup here.
}
// Increment the value from the thread, too.
void SemaphoreDemo::thread_function() {
while (true) {
semaphore->wait(); // Wait until posted.
mutex->lock();
bool should_exit = exit_thread; // Protect with Mutex.
mutex->unlock();
if (should_exit) {
break;
}
mutex->lock();
counter += 1; // Increment counter, protect with Mutex.
mutex->unlock();
}
}
void SemaphoreDemo::increment_counter() {
semaphore->post(); // Make the thread process.
}
int SemaphoreDemo::get_counter() {
mutex->lock();
// Copy counter, protect with Mutex.
int counter_value = counter;
mutex->unlock();
return counter_value;
}