diff --git a/tutorials/threads/thread_safe_apis.rst b/tutorials/threads/thread_safe_apis.rst index 218790e6b3b..e7ff2efb3c4 100644 --- a/tutorials/threads/thread_safe_apis.rst +++ b/tutorials/threads/thread_safe_apis.rst @@ -1,6 +1,6 @@ .. _doc_thread_safe_apis: -Thread safe APIs +Thread-safe APIs ================ Threads @@ -14,14 +14,14 @@ Below is a list of ways multithreading can be used in different areas of Godot. Global scope ------------ -:ref:`Global Scope` 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` 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: :: @@ -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. diff --git a/tutorials/threads/using_multiple_threads.rst b/tutorials/threads/using_multiple_threads.rst index 2cc34d20611..bae1d6f6103 100644 --- a/tutorials/threads/using_multiple_threads.rst +++ b/tutorials/threads/using_multiple_threads.rst @@ -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` -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