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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 = {} |
This is amazing and seems like exactly what I needed. I'm in the process to create the next example project (Project template with all needed basic stuff for a game - main menu, options menu, transition) and I wanted to include background loading for smooth gameplay.
I got an error when I went from the main menu to the test level, then back to the main menu and pressed the new game again. At the start, I found that instead of the supposed new scene the scene swapper received InputEventMouseButton. But then I pinpointed different error:ERROR:
SceneLoader.gd 79
instance = cache[path].instance.duplicate()
Attempt to call function 'duplicate' in base 'previously freed instance' on a null instance.
Here's the project - https://drive.google.com/open?id=19UR8QtA1AX-3I0LCdgXDC8lktI2dHzY1
I'm sorry for the late response and the inconvenience you had to face! I resolved this issue by making an .instance() call rather than a .duplicate() call on the cached version, it should work now. =)
[...] instance = cache[path].instance.duplicate(), props = props })
to:
[...] instance = cache[path].loader.instance(), props = props })
Nice script, thanks! There's a small typo in the Sample usage: print(props.hii)
should be print(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 to true
and call thread.wait_to_finish()
as shown in the documentation. This fixes the error message(s) you would otherwise get when you quit the game.
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?
This is amazing and seems like exactly what I needed. I'm in the process to create the next example project (Project template with all needed basic stuff for a game - main menu, options menu, transition) and I wanted to include background loading for smooth gameplay.
I got an error when I went from the main menu to the test level, then back to the main menu and pressed the new game again. At the start, I found that instead of the supposed new scene the scene swapper received InputEventMouseButton. But then I pinpointed different error:
ERROR:
SceneLoader.gd 79
instance = cache[path].instance.duplicate()
Attempt to call function 'duplicate' in base 'previously freed instance' on a null instance.
Here's the project - https://drive.google.com/open?id=19UR8QtA1AX-3I0LCdgXDC8lktI2dHzY1