pandemonium_engine_docs/tutorials/io/background_loading.md

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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
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(`ResourceLoader::load` or just `load` from GDScript) blocks your
thread, making your game appear frozen and unresponsive while the resource is being loaded. This
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document discusses the alternative of using the `ResourceInteractiveLoader` class for smoother
load screens.
ResourceInteractiveLoader
-------------------------
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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
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`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.
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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;
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`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
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context of the `doc_singletons_autoload` example.
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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)
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The function `goto_scene` is called from the game when the scene
needs to be switched. It requests an interactive loader, and calls
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`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
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`_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.
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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
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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
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Some extra helper functions. `update_progress` updates a progress bar,
or can also update a paused animation (the animation represents the
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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,
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`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,
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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
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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)
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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
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progress bars, etc), use `is_ready` to find out if a resource is
actually ready.
::
func get_resource(path)
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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
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`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
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`Godot's community channels <https://godotengine.org/community>`.