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Asynchronously loads scenes in godot
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# Loads a scene in the background using a seperate thread and a queue. | |
# Foreach new scene there will be an instance of ResourceInteractiveLoader | |
# that will raise an on_scene_loaded event once the scene has been loaded. | |
# Hooking the on_progress event will give you the current progress of any | |
# scene that is being processed in realtime. The loader also uses caching | |
# to avoid duplicate loading of scenes and it will prevent loading the | |
# same scene multiple times concurrently. | |
# | |
# Sample usage: | |
# | |
# # Copy & Paste this script and create and AutoLoad for it, then on your world | |
# # manager copy & paste this snippet, make sure to replace the load_scene with | |
# # a scene that exists in your project | |
# | |
#func _ready(): | |
# SceneLoader.connect("on_scene_loaded", self, "do_scene_loaded") | |
# SceneLoader.load_scene("res://myscene.tscn", { hii = "cool" }) | |
# | |
#func do_scene_loaded(scene): | |
# # You can hook the instance name to run your specific per scene logic | |
# # Example: parse the name for a substring such as "ITEM_" and then | |
# # run your item specific logic | |
# print(scene.path) | |
# print(scene.instance.name) | |
# print(props.hii) | |
# -- | |
# | |
# Author: @November_Dev | |
# | |
extends Node | |
var thread | |
var scene_queue = {} | |
var file = File.new() | |
var cache = {} | |
var awaiters = [] | |
signal on_progress | |
signal on_scene_loaded | |
func _ready(): | |
thread = Thread.new() | |
thread.start(self, "_thread_runner", null) | |
func _thread_runner(o): | |
while true: | |
OS.delay_msec(5) | |
if scene_queue.size() > 0: | |
for i in scene_queue: | |
var err = scene_queue[i].loader.poll() | |
call_deferred("emit_signal", "on_progress", scene_queue[i].path, scene_queue[i].loader.get_stage_count(), scene_queue[i].loader.get_stage()) | |
if err == ERR_FILE_EOF: | |
scene_queue[i].loader = scene_queue[i].loader.get_resource() | |
scene_queue[i].instance = scene_queue[i].loader.instance() | |
cache[scene_queue[i].path] = scene_queue[i] | |
call_deferred("emit_signal", "on_scene_loaded", scene_queue[i]) | |
scene_queue.erase(scene_queue[i].path) | |
elif err != OK: | |
print("Failed to load: " + scene_queue[i].path) | |
scene_queue.erase(scene_queue[i].path) | |
for awaiter in awaiters: | |
if cache.has(awaiter.path): | |
if awaiter.path == cache[awaiter.path].path: | |
awaiter.loader = cache[awaiter.path].loader | |
awaiter.instance = cache[awaiter.path].instance.duplicate() | |
call_deferred("emit_signal", "on_scene_loaded", awaiter) | |
awaiters.remove(awaiters.find(awaiter)) | |
func load_scene(path, props = null): | |
if !file.file_exists(path): | |
print("File does not exist: " + path) | |
return | |
if cache.has(path): | |
call_deferred("emit_signal", "on_scene_loaded", { path = path, loader = cache[path].loader, instance = cache[path].loader.instance(), props = props }) | |
return | |
if !scene_queue.has(path): | |
scene_queue[path] = { path = path, loader = ResourceLoader.load_interactive(path), instance = null, props = props } | |
else: | |
awaiters.push_back({ path = path, loader = null, instance = null, props = props }) | |
func is_loading_scene(path): | |
return scene_queue.has(path) | |
func clear_cache(): | |
for item in cache: | |
item.instance.queue_free() | |
cache = {} |
Hi, does this work with Godot 4?
Hi, what's the license of this? I'd be happy to use this on my game, could you share the license of this?
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Nice script, thanks! There's a small typo in the Sample usage:
print(props.hii)
should beprint(scene.props.hii)
.To stop the thread when the game exits, you can break out of the
while
loop based on a boolean (protected with a mutex), so that in_exit_tree()
you can set the boolean totrue
and callthread.wait_to_finish()
as shown in the documentation. This fixes the error message(s) you would otherwise get when you quit the game.