#
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.