# Threading

pocketpy organizes its state by VM structure. Users can have at maximum 16 VM instances (index from 0 to 15). Each VM instance can only be accessed by exactly one thread at a time. If you are trying to run two python scripts in parallel refering the same VM instance, you will crash it definitely.

However, there are two ways to achieve multi-threading in pocketpy.

One way is to use a native threading library such as pthread. You can wrap the multi-threading logic into a C function and bind it to pocketpy. Be careful and not to access the same VM instance from multiple threads at the same time. You need to lock critical resources or perform a deep copy of all needed data.

# ComputeThread

The other way is to use pkpy.ComputeThread. It is like an isolate in Dart language. ComputeThread is a true multi-threading model to allow you run python scripts in parallel without lock, backed by a separate VM instance.

ComputeThread is highly designed for computational intensive tasks in games. For example, you can run game logic in main thread (VM 0) and run world generation in another thread (e.g. VM 1).

graph TD
    subgraph Main Thread
        A[Game Start]
        B[Submit WorldGen Job]
        C[Frame 1]
        D[Frame 2]
        E[Frame 3]
        F[...]
        G[Get WorldGen Result]
        H[Render World]
    end
    subgraph WorldGen Thread
        O[Generate Biomes]
        P[Generate Terrain]
        Q[Generate Creatures]
        R[Dump Result]
    end
    A --> B
    B --> C
    C --> D
    D --> E
    E --> F
    F --> G
    G --> H

    O --> P
    P --> Q
    Q --> R

    B --> O
    R --> G

# main.py

import time
from pkpy import ComputeThread

thread = ComputeThread(1)
print("Game Start")

# import worldgen.py
thread.exec('from worldgen import gen_world')

print("Submit WorldGen Job")
thread.submit_call('gen_world', 3, (100, 100), 10)

# wait for worldgen to finish
for i in range(1, 100000):
    print('Frame:', i)
    time.sleep(1)
    if thread.is_done:
        break

error = thread.last_error()
if error is not None:
    print("Error:", error)
else:
    retval = thread.last_retval()
    biomes = retval['biomes']
    terrain = retval['terrain']
    creatures = retval['creatures']
    print("World Generation Complete", len(biomes), len(terrain), len(creatures))

# worldgen.py

import time
import random

def gen_world(biome_count: int, terrain_size: tuple[int, int], creature_count: int) -> dict:
    # simulate a long computation
    time.sleep(3)

    # generate world data
    all_biomes = ["forest", "desert", "ocean", "mountain", "swamp"]
    all_creatures = ["wolf", "bear", "fish", "bird", "lizard"]

    width, height = terrain_size

    terrain_data = [
        random.randint(1, 10)
        for _ in range(width * height)
    ]

    creatures = [
        {
            "name": random.choice(all_creatures),
            "x": random.randint(0, width - 1),
            "y": random.randint(0, height - 1),
        }
        for i in range(creature_count)
    ]

    return {
        "biomes": all_biomes[:biome_count],
        "terrain": terrain_data,
        "creatures": creatures,
    }

Run main.py and you will see the result like this:

Game Start
Submit WorldGen Job
Frame: 1
Frame: 2
Frame: 3
Frame: 4
World Generation Complete 3 10000 10

ComputeThread uses pickle module to serialize the data between threads. Parameters and return values must be supported by pickle. See pickle for more details.

Since ComputeThread is backed by a separate VM instance, it does not share any state with the main thread except for the parameters you pass to it. Therefore, common python modules will be imported twice in each thread.

If you want to identify which VM instance the module is running in, you can call pkpy.currentvm or let your ComputeThread set some special flags before importing these modules.