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MarioLiebisch committed Jan 31, 2022
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1 change: 1 addition & 0 deletions .gitignore
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.import
1 change: 1 addition & 0 deletions .import/.gdignore
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19 changes: 19 additions & 0 deletions LICENSE
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Copyright (c) 2022 Mario Liebisch

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
7 changes: 7 additions & 0 deletions README.md
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# BackgroundWorker Node for Godot 3.x

This is an example project for my `BackgroundWorker` node, which can be found in the `addons` sub directory.

The latest version of the addon can be found in [my repository](https://github.com/MarioLiebisch/GD-BackgroundWorker).

For more details sett the [actual readme file of the addon itself](./addons/BackgroundWorker/README.md).
23 changes: 23 additions & 0 deletions TestScene.gd
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extends Node2D

func _process(delta: float) -> void:
$Icon.rotation_degrees += 180 * delta


func _on_BackgroundWorker_busy() -> void:
$Loading.visible = true


func _on_BackgroundWorker_free() -> void:
$Loading.visible = false


func _on_BackgroundWorker_progress(completed, total) -> void:
$Loading/ProgressBar.max_value = total
$Loading/ProgressBar.value = completed

func _on_Button_pressed() -> void:
$BackgroundWorker.queue_job(self, "random_job", [])

func random_job() -> void:
OS.delay_msec(rand_range(1000, 5000))
50 changes: 50 additions & 0 deletions TestScene.tscn
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[gd_scene load_steps=4 format=2]

[ext_resource path="res://icon.png" type="Texture" id=1]
[ext_resource path="res://TestScene.gd" type="Script" id=2]
[ext_resource path="res://addons/BackgroundWorker/BackgroundWorker.gd" type="Script" id=3]

[node name="TestScene" type="Node2D"]
script = ExtResource( 2 )

[node name="Icon" type="Sprite" parent="."]
position = Vector2( 65, 66 )
texture = ExtResource( 1 )

[node name="Loading" type="VBoxContainer" parent="."]
visible = false
margin_left = 156.0
margin_top = 22.0
margin_right = 379.0
margin_bottom = 62.0
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Label" type="Label" parent="Loading"]
margin_right = 223.0
margin_bottom = 14.0
text = "Loading..."

[node name="ProgressBar" type="ProgressBar" parent="Loading"]
margin_top = 18.0
margin_right = 223.0
margin_bottom = 32.0

[node name="BackgroundWorker" type="Node" parent="."]
script = ExtResource( 3 )

[node name="Button" type="Button" parent="."]
margin_left = 34.0
margin_top = 136.0
margin_right = 214.0
margin_bottom = 218.0
text = "Do some WORK!"
__meta__ = {
"_edit_use_anchors_": false
}

[connection signal="busy" from="BackgroundWorker" to="." method="_on_BackgroundWorker_busy"]
[connection signal="free" from="BackgroundWorker" to="." method="_on_BackgroundWorker_free"]
[connection signal="progress" from="BackgroundWorker" to="." method="_on_BackgroundWorker_progress"]
[connection signal="pressed" from="Button" to="." method="_on_Button_pressed"]
110 changes: 110 additions & 0 deletions addons/BackgroundWorker/BackgroundWorker.gd
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extends Node

## The minimum time in seconds the workers have to be busy for visibility to kick in
export var show_timeout = 0.250

## The mimium time in seconds the workers have to be idle for visibility to cease
export var hide_timeout = 0.500

## The number of worker threads to be used
export var worker_count = 2


var visible = false
var jobs: Array
var start_time: float
var last_time: float
var running = 0
var threads: Array
var active = false
var completed = 0
var total = 0

## Triggered once work starts
signal started()
## Triggered once work is finished
signal finished(total)
## Triggered once UI hints should be shown
signal busy()
## Triggered once UI hints should be hidden
signal free()
## Triggered whenever progress updates
signal progress(completed, total)

class BackgroundWorkerJob:
var target: Object
var method: String
var binds: Array

## Creates a new Background Worker Job
func _init(target: Object, method: String, binds: Array = []) -> void:
self.target = target
self.method = method
self.binds = binds

## Executes the job and returns true, if processing of the job is complete
func execute(_dummy: BackgroundWorkerJob = null) -> void:
target.callv(method, binds)

## Queue up a member function call as a new job
func queue_job(target: Object, method: String, binds: Array = []) -> void:
jobs.append(BackgroundWorkerJob.new(target, method, binds))
total += 1

## Queue up a resource load as a job
func queue_load(file: String, type_hint: String = '') -> void:
jobs.append(BackgroundWorkerJob.new(ResourceLoader, 'load', [file, type_hint]))
total += 1

## Clear all still unprocessed jobs
func clear_queue() -> void:
total -= len(jobs)
jobs.clear()

## Return the number of queued jobs
func queue_length() -> int:
return len(jobs)

func _process(_delta: float) -> void:
if active and not visible:
if OS.get_ticks_msec() / 1000.0 > start_time + show_timeout:
emit_signal('progress', completed, total)
emit_signal('busy')
visible = true
if len(jobs) > 0:
while len(threads) < worker_count:
threads.append(Thread.new())

if not active:
start_time = OS.get_ticks_msec() / 1000.0
active = true
emit_signal('started')
var c = 0
for i in worker_count:
c += 1
if not threads[i].is_active():
var job = jobs.front()
threads[i].start(job, 'execute', job)
jobs.pop_front()
running += 1
break
last_time = OS.get_ticks_msec() / 1000.0
emit_signal('progress', completed, total)
if running > 0:
var c = 0
for thread in threads:
c += 1
if thread.is_active() and not thread.is_alive():
thread.wait_to_finish()
running -= 1
completed += 1
emit_signal('progress', completed, total)
if running == 0:
active = false
emit_signal('finished', total)
completed = 0
total = 0
last_time = OS.get_ticks_msec() / 1000.0
elif not active and visible and OS.get_ticks_msec() / 1000.0 > last_time + hide_timeout:
emit_signal('free')
visible = false
73 changes: 73 additions & 0 deletions addons/BackgroundWorker/README.md
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# BackgroundWorker Node for Godot 3.x

This plugin provides a new node `BackgroundWorker` to make it easy to queue up and track background tasks.
This can be used to preload scenes, save games, synchronize or upload files, etc.

All queued up jobs are processed by an adjustable amount of worker threads.
For strict linear processing "one after the other" you can reduce the number of active worker threads to one.

Progress is reported back through signals, although hooked up functions can still trigger their own signals from their own thread in case you need it.

## Installation

The latest version of the addon can be found in [my repository](https://github.com/MarioLiebisch/GD-BackgroundWorker).

As with any other Godot addon, put the contents of `addons/BackgroundWorker` in your own project's `addons` directory and make sure to enable it in Project Setting's "Plugins" tab.

## Usage

To queue up new jobs, call the member methods `queue_job(target, method, [binds])` or `queue_load(file, [type_hint]`). Processing starts automatically on the next frame.

### Properties

#### show_timeout [= 0.250]

The minimum time in seconds the workers have to be busy for visibility to kick in.

#### hide_timeout [= 0.500]

The mimium time in seconds the workers have to be idle for visibility to cease

#### worker_count [= 2]

The number of worker threads to be used.

### Methods

#### queue_job(target: Object, method: String, binds: Array = []) -> void

Queues a new job to call `method()` on `target` passing `binds` (if set).

#### queue_load(file: String, type_hint: String = '') -> void

Queues loading a file using Godot's `load()`, passing the optional `type_hint` (if set).

#### clear_queue() -> void

Remove/cancel any queued job not yet started.

#### queue_length() -> int

Return the number of queued jobs not yet started.

### Signals

#### started()

Triggered as soon as the first job starts processing.

#### finished(total: int)

Triggered once all queued up jobs have finished processing.

#### busy()

Triggered once busy longer than defined in `show_timeout` to show a visible indicator.

#### free()

Triggered once all queued up jobs have finished and the timeout defined in `hide_timeout` has passed to hide indicators.

#### progress(completed: int, total: int)

Triggered whenever progress is made. This can be used to show relative progress to the user.
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35 changes: 35 additions & 0 deletions addons/BackgroundWorker/icon.png.import
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[remap]

importer="texture"
type="StreamTexture"
path="res://.import/icon.png-186ed922af3136db90886735a2a3fca0.stex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://addons/BackgroundWorker/icon.png"
dest_files=[ "res://.import/icon.png-186ed922af3136db90886735a2a3fca0.stex" ]

[params]

compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0
7 changes: 7 additions & 0 deletions addons/BackgroundWorker/plugin.cfg
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[plugin]

name="Background Worker"
description="A simple node utilizing a pool of worker threads to perform tasks in background, reporting progress, and allowing you to hook up UI markers or progress bars to keep the user up to date.."
author="Mario Liebisch"
version="0.5"
script="plugin.gd"
8 changes: 8 additions & 0 deletions addons/BackgroundWorker/plugin.gd
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tool
extends EditorPlugin

func _enter_tree() -> void:
add_custom_type("BackgroundWorker", "Node", preload("BackgroundWorker.gd"), preload("icon.png"))

func _exit_tree() -> void:
remove_custom_type("BackgroundWorker")
7 changes: 7 additions & 0 deletions default_env.tres
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[gd_resource type="Environment" load_steps=2 format=2]

[sub_resource type="ProceduralSky" id=1]

[resource]
background_mode = 2
background_sky = SubResource( 1 )
Binary file added icon.png
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35 changes: 35 additions & 0 deletions icon.png.import
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[remap]

importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]

[params]

compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0
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