.. _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 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 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 `. 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. 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