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- .. _doc_background_loading:
- Background loading
- ==================
- When switching the main scene of your game (e.g. going to a new
- level), you might want to show a loading screen with some indication
- that progress is being made. The main load method
- (``ResourceLoader::load`` or just ``load`` from GDScript) blocks your
- thread, making your game appear frozen and unresponsive while the resource is being loaded. This
- document discusses the alternative of using the ``ResourceInteractiveLoader`` class for smoother
- load screens.
- ResourceInteractiveLoader
- -------------------------
- The ``ResourceInteractiveLoader`` class allows you to load a resource in
- stages. Every time the method ``poll`` is called, a new stage is loaded,
- and control is returned to the caller. Each stage is generally a
- sub-resource that is loaded by the main resource. For example, if you're
- loading a scene that loads 10 images, each image will be one stage.
- Usage
- -----
- Usage is generally as follows
- Obtaining a ResourceInteractiveLoader
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- .. code-block:: cpp
- Ref<ResourceInteractiveLoader> ResourceLoader::load_interactive(String p_path);
- This method will give you a ResourceInteractiveLoader that you will use
- to manage the load operation.
- Polling
- ~~~~~~~
- .. code-block:: cpp
- Error ResourceInteractiveLoader::poll();
- Use this method to advance the progress of the load. Each call to
- ``poll`` will load the next stage of your resource. Keep in mind that
- each stage is one entire "atomic" resource, such as an image, or a mesh,
- so it will take several frames to load.
- Returns ``OK`` on no errors, ``ERR_FILE_EOF`` when loading is finished.
- Any other return value means there was an error and loading has stopped.
- Load progress (optional)
- ~~~~~~~~~~~~~~~~~~~~~~~~
- To query the progress of the load, use the following methods:
- .. code-block:: cpp
- int ResourceInteractiveLoader::get_stage_count() const;
- int ResourceInteractiveLoader::get_stage() const;
- ``get_stage_count`` returns the total number of stages to load.
- ``get_stage`` returns the current stage being loaded.
- Forcing completion (optional)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- .. code-block:: cpp
- Error ResourceInteractiveLoader::wait();
- Use this method if you need to load the entire resource in the current
- frame, without any more steps.
- Obtaining the resource
- ~~~~~~~~~~~~~~~~~~~~~~
- .. code-block:: cpp
- Ref<Resource> ResourceInteractiveLoader::get_resource();
- If everything goes well, use this method to retrieve your loaded
- resource.
- Example
- -------
- This example demonstrates how to load a new scene. Consider it in the
- context of the :ref:`doc_singletons_autoload` example.
- First, we set up some variables and initialize the ``current_scene``
- with the main scene of the game:
- ::
- var loader
- var wait_frames
- var time_max = 100 # msec
- var current_scene
- func _ready():
- var root = get_tree().get_root()
- current_scene = root.get_child(root.get_child_count() -1)
- The function ``goto_scene`` is called from the game when the scene
- needs to be switched. It requests an interactive loader, and calls
- ``set_process(true)`` to start polling the loader in the ``_process``
- callback. It also starts a "loading" animation, which could show a
- progress bar or loading screen.
- ::
- func goto_scene(path): # Game requests to switch to this scene.
- loader = ResourceLoader.load_interactive(path)
- if loader == null: # Check for errors.
- show_error()
- return
- set_process(true)
- current_scene.queue_free() # Get rid of the old scene.
- # Start your "loading..." animation.
- get_node("animation").play("loading")
- wait_frames = 1
- ``_process`` is where the loader is polled. ``poll`` is called, and then
- we deal with the return value from that call. ``OK`` means keep polling,
- ``ERR_FILE_EOF`` means loading is done, anything else means there was an
- error. Also note we skip one frame (via ``wait_frames``, set on the
- ``goto_scene`` function) to allow the loading screen to show up.
- Note how we use ``OS.get_ticks_msec`` to control how long we block the
- thread. Some stages might load fast, which means we might be able
- to cram more than one call to ``poll`` in one frame; some might take way
- more than your value for ``time_max``, so keep in mind we won't have
- precise control over the timings.
- ::
- func _process(time):
- if loader == null:
- # no need to process anymore
- set_process(false)
- return
- # Wait for frames to let the "loading" animation show up.
- if wait_frames > 0:
- wait_frames -= 1
- return
- var t = OS.get_ticks_msec()
- # Use "time_max" to control for how long we block this thread.
- while OS.get_ticks_msec() < t + time_max:
- # Poll your loader.
- var err = loader.poll()
- if err == ERR_FILE_EOF: # Finished loading.
- var resource = loader.get_resource()
- loader = null
- set_new_scene(resource)
- break
- elif err == OK:
- update_progress()
- else: # Error during loading.
- show_error()
- loader = null
- break
- Some extra helper functions. ``update_progress`` updates a progress bar,
- or can also update a paused animation (the animation represents the
- entire load process from beginning to end). ``set_new_scene`` puts the
- newly loaded scene on the tree. Because it's a scene being loaded,
- ``instance()`` needs to be called on the resource obtained from the
- loader.
- ::
- func update_progress():
- var progress = float(loader.get_stage()) / loader.get_stage_count()
- # Update your progress bar?
- get_node("progress").set_progress(progress)
- # ...or update a progress animation?
- var length = get_node("animation").get_current_animation_length()
- # Call this on a paused animation. Use "true" as the second argument to
- # force the animation to update.
- get_node("animation").seek(progress * length, true)
- func set_new_scene(scene_resource):
- current_scene = scene_resource.instance()
- get_node("/root").add_child(current_scene)
- Using multiple threads
- ----------------------
- ResourceInteractiveLoader can be used from multiple threads. A couple of
- things to keep in mind if you attempt it:
- Use a semaphore
- ~~~~~~~~~~~~~~~
- While your thread waits for the main thread to request a new resource,
- use a ``Semaphore`` to sleep (instead of a busy loop or anything similar).
- Not blocking main thread during the polling
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have a mutex to allow calls from the main thread to your loader
- class, don't lock the main thread while you call ``poll`` on your loader class. When a
- resource is done loading, it might require some resources from the
- low-level APIs (VisualServer, etc), which might need to lock the main
- thread to acquire them. This might cause a deadlock if the main thread
- is waiting for your mutex while your thread is waiting to load a
- resource.
- Example class
- -------------
- You can find an example class for loading resources in threads here:
- :download:`resource_queue.gd <files/resource_queue.gd>`. Usage is as follows:
- ::
- func start()
- Call after you instance the class to start the thread.
- ::
- func queue_resource(path, p_in_front = false)
- Queue a resource. Use optional argument "p_in_front" to put it in
- front of the queue.
- ::
- func cancel_resource(path)
- Remove a resource from the queue, discarding any loading done.
- ::
- func is_ready(path)
- Returns ``true`` if a resource is fully loaded and ready to be retrieved.
- ::
- func get_progress(path)
- Get the progress of a resource. Returns -1 if there was an error (for example if the
- resource is not in the queue), or a number between 0.0 and 1.0 with the
- progress of the load. Use mostly for cosmetic purposes (updating
- progress bars, etc), use ``is_ready`` to find out if a resource is
- actually ready.
- ::
- func get_resource(path)
- Returns the fully loaded resource, or ``null`` on error. If the resource is
- not fully loaded (``is_ready`` returns ``false``), it will block your thread
- and finish the load. If the resource is not on the queue, it will call
- ``ResourceLoader::load`` to load it normally and return it.
- Example:
- ~~~~~~~~
- ::
- # Initialize.
- queue = preload("res://resource_queue.gd").new()
- queue.start()
- # Suppose your game starts with a 10 second cutscene, during which the user
- # can't interact with the game.
- # For that time, we know they won't use the pause menu, so we can queue it
- # to load during the cutscene:
- queue.queue_resource("res://pause_menu.tres")
- start_cutscene()
- # Later, when the user presses the pause button for the first time:
- pause_menu = queue.get_resource("res://pause_menu.tres").instance()
- pause_menu.show()
- # When you need a new scene:
- queue.queue_resource("res://level_1.tscn", true)
- # Use "true" as the second argument to put it at the front of the queue,
- # pausing the load of any other resource.
- # To check progress.
- if queue.is_ready("res://level_1.tscn"):
- show_new_level(queue.get_resource("res://level_1.tscn"))
- else:
- update_progress(queue.get_progress("res://level_1.tscn"))
- # When the user walks away from the trigger zone in your Metroidvania game:
- queue.cancel_resource("res://zone_2.tscn")
- **Note**: this code, in its current form, is not tested in real world
- scenarios. If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
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