26f4848d01
[core_bind] Add `Thread::is_alive`. Replace `is_active` with `is_started` to align with core/os/Thread API.
67 lines
3.6 KiB
XML
67 lines
3.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Thread" inherits="RefCounted" version="4.0">
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<brief_description>
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A unit of execution in a process.
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</brief_description>
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<description>
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A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects.
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[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.
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</description>
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<tutorials>
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<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/performance/using_multiple_threads.html</link>
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<link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/performance/thread_safe_apis.html</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<methods>
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<method name="get_id" qualifiers="const">
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<return type="String" />
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<description>
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Returns the current [Thread]'s ID, uniquely identifying it among all threads. If the [Thread] is not running this returns an empty string.
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</description>
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</method>
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<method name="is_alive" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this [Thread] is currently running. This is useful for determining if [method wait_to_finish] can be called without blocking the calling thread.
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To check if a [Thread] is joinable, use [method is_started].
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</description>
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</method>
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<method name="is_started" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this [Thread] has been started. Once started, this will return [code]true[/code] until it is joined using [method wait_to_finish]. For checking if a [Thread] is still executing its task, use [method is_alive].
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</description>
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</method>
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<method name="start">
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<return type="int" enum="Error" />
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<argument index="0" name="callable" type="Callable" />
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<argument index="1" name="userdata" type="Variant" default="null" />
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<argument index="2" name="priority" type="int" enum="Thread.Priority" default="1" />
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<description>
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Starts a new [Thread] that calls [code]callable[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]callable[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
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Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure.
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</description>
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</method>
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<method name="wait_to_finish">
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<return type="Variant" />
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<description>
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Joins the [Thread] and waits for it to finish. Returns the output of the [Callable] passed to [method start].
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Should either be used when you want to retrieve the value returned from the method called by the [Thread] or before freeing the instance that contains the [Thread].
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To determine if this can be called without blocking the calling thread, check if [method is_alive] is [code]false[/code].
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[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you want to use it again you will have to create a new instance of it.
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</description>
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</method>
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</methods>
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<constants>
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<constant name="PRIORITY_LOW" value="0" enum="Priority">
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A thread running with lower priority than normally.
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</constant>
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<constant name="PRIORITY_NORMAL" value="1" enum="Priority">
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A thread with a standard priority.
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</constant>
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<constant name="PRIORITY_HIGH" value="2" enum="Priority">
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A thread running with higher priority than normally.
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</constant>
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</constants>
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</class>
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