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I just have a general question about signalling in Godot.
When I call
emit_signal() does it run an emission in a for loop and then return? Or does it do this on a separate thread? Or perhaps a neat coroutine that notifies everything in a timely manner?
I’m just wondering because I want to optimise my game a bit, and if I have hundreds of objects that I need to notify of something, is it more efficient to use a signal or is it doing the same thing as:
for obj in object_list:
I don’t know whether Signals use threads (they sound more like coroutines, TBH). If you have several objects that need to be notified of something, a signal would work best because they’re not waiting endlessly for something to call them. The objects can perform other tasks, and react to the signal when the time comes.
Ertain | 2020-07-17 05:57
Well, it’s open source, so you can simply take a look at what it does under the hood! From quickly skimming over it, it doesn’t seem to be multithreaded and indeed just runs over a list of connections (called
slot_data). I might have missed something though, so take my words with a grain of salt and check for yourself.
njamster | 2020-07-17 15:03