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Merge pull request #3502 from Calinou/hyphenate-thread-safe
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Add an hyphen to all instances of "thread-safe"
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mhilbrunner authored May 6, 2020
2 parents 33c900d + 692c30a commit 30c9b2a
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8 changes: 4 additions & 4 deletions tutorials/threads/thread_safe_apis.rst
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.. _doc_thread_safe_apis:

Thread safe APIs
Thread-safe APIs
================

Threads
Expand All @@ -14,14 +14,14 @@ Below is a list of ways multithreading can be used in different areas of Godot.
Global scope
------------

:ref:`Global Scope<class_@GlobalScope>` singletons are all thread safe. Accessing servers from threads is supported (for VisualServer and Physics servers, ensure threaded or thread safe operation is enabled in the project settings!).
:ref:`Global Scope<class_@GlobalScope>` singletons are all thread-safe. Accessing servers from threads is supported (for VisualServer and Physics servers, ensure threaded or thread-safe operation is enabled in the project settings!).

This makes them ideal for code that creates dozens of thousands of instances in servers and controls them from threads. Of course, it requires a bit more code, as this is used directly and not within the scene tree.

Scene tree
----------

Interacting with the active scene tree is **NOT** thread safe. Make sure to use mutexes when sending data between threads. If you want to call functions from a thread, the *call_deferred* function may be used:
Interacting with the active scene tree is **NOT** thread-safe. Make sure to use mutexes when sending data between threads. If you want to call functions from a thread, the *call_deferred* function may be used:

::

Expand All @@ -44,7 +44,7 @@ Attempting to load or create scene chunks from multiple threads may work, but yo
resources (which are only loaded once in Godot) tweaked by the multiple
threads, resulting in unexpected behaviors or crashes.

Only use more than one thread to generate scene data if you *really* know what
Only use more than one thread to generate scene data if you *really* know what
you are doing and you are sure that a single resource is not being used or
set in multiple ones. Otherwise, you are safer just using the servers API
(which is fully thread-safe) directly and not touching scene or resources.
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7 changes: 4 additions & 3 deletions tutorials/threads/using_multiple_threads.rst
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Expand Up @@ -50,9 +50,10 @@ wait until the thread is done (if not done yet), then properly dispose of it.
Mutexes
-------

Accessing objects or data from multiple threads is not always supported (if you do it, it will
cause unexpected behaviors or crashes). Read the :ref:`Thread safe APIs<doc_thread_safe_apis>`
to understand which engine APIs support multiple thread access.
Accessing objects or data from multiple threads is not always supported (if you
do it, it will cause unexpected behaviors or crashes). Read the
:ref:`doc_thread_safe_apis` documentation to understand which engine APIs
support multiple thread access.

When processing your own data or calling your own functions, as a rule, try to
avoid accessing the same data directly from different threads. You may run into
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