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