# Thread pool module A c++ Godot engine module, that will help you with threading. It can also work if threads are not available (like on the javascript backend), in this case it runs jobs on the main thread. Jobs themselves can also distribute their work onto multiple frames, and you can set how much time is allocated per frame. You can access it's setting from the `Project->Project Settings...` menu, in the `ThreadPool` category. ## Godot Version Support This branch tries to follow godot's master branch (as much as I have time). For different godot versions look at the other branches. Status for this branch: Update for 4.0 is work in progress. # ThreadPoolJob Contains a job that can run on different threads. A job is only considered finished, if you set the 'complete' property to 'true'. If multiple threads are available, the system will not check for this though, because there is no need. If you want to support envioronments that doesn't have threading, you can use: ``` bool should_do(const bool just_check = false); bool should_return(); ``` For example: ``` func _execute(): # On the first run this will return true, on subsequest runs it will return false if should_do(): thing1() # if you ran out the allocated timeframe in a frame, this will return true if should_return(): return if should_do(): thing2() if should_return(): return thing3() complete = true ``` `should_do`'s optional parameter will let you just query the system, whether you finished a step, without incrementing internal couters. This is useful for example to distribute algorithms onto multiple frames. For example: ``` func _execute(): if should_do(true): while current <= elements.size(): #do heavy calculations current += 1 if should_return(): return #The heavy calculation finished, increment counters should_do() if should_return(): return if should_do(): thing2() if should_return(): return thing3() complete = true ``` This class will need litle tweaks, hopefully I can get to is soon. # ThreadPoolExecuteJob This will let you run a method uin an another thread, without creating your own jobs. Use it through the ThreadPool Singleton. Like: ``` ThreadPool.create_execute_job(self, "method", arg1, arg2, ...) #or ThreadPool.create_execute_job_simple(self, "method") ``` This class will need litle tweaks, hopefully I can get to is soon. # ThreadPool singleton The ThreadPool singleton handles jobs. If you have a job, submit it using `add_job`: ``` MyJob job = MyJob.new() ThreadPool.add_job(job) ``` It's api is still a bit messy, it will be cleaned up (hopefully very soon). # Building 1. Get the source code for the engine. If you want Godot 3.2: ```git clone -b 3.2 https://github.com/godotengine/godot.git godot``` If you want Godot 4.0: ```git clone https://github.com/godotengine/godot.git godot``` [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540) 2. Go into Godot's modules directory. ``` cd ./godot/modules/ ``` 3. Clone this repository ``` git clone https://github.com/Relintai/thread_pool thread_pool ``` 4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)