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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
|version3= 1.00 | |||
|game4= arma2oa | |||
|version4= 1.50 | |||
| | |game5= tkoh | ||
|version5= 1.00 | |||
| | |game6= arma3 | ||
|version6= 0.50 | |||
| | |gr1= Program Flow | ||
| [[Script | |descr= Adds given set of compiled instructions to the [[Scheduler|scheduler]]. | ||
Exactly when the code will be executed is unknown, it depends on how busy is the engine and how filled up is the [[Scheduler|scheduler]]. | |||
Therefore [[spawn]] does not wait for the supplied code to finish, instead, [[spawn]] returns a [[Script Handle|Script]] handle to the [[Scheduler|scheduler]] task. | |||
[[scriptDone]] command can be used to check the code completion. Additional arguments are passed to the code in local variable [[Magic Variables#this|_this]]. | |||
Since {{GVI|arma3|1.56|size= 0.75}} the script handle also exists inside the code in {{hl|_thisScript}} variable. | |||
To see what spawned scripts are currently in the scheduler, use [[diag_activeSQFScripts]] command. | |||
{{Feature|warning| When multiple [[Code]] is [[spawn]]ed in an order, there is <u>no guarantee</u> that the [[spawn]]ed [[Code]] will execute in the same order (see {{Link|#Example 2}}). If the order is important, use [[BIS_fnc_spawnOrdered]].}} | |||
| | |s1= arguments [[spawn]] code | ||
|p1= arguments: [[Anything]] - arguments passed to the script, which later available in {{hl|_this}} variable inside the script. | |||
|p2= code: [[Code]] | |||
|r1= [[Script Handle]] - can be used to determine (''via'' [[scriptDone]] (also ''via'' [[isNull]] in {{arma3}})) when the spawned script has finished. In {{arma3}}, the handle is also available inside the spawned script in {{hl|_thisScript}} variable | |||
|x1= <sqf>_handle = 0 spawn { player globalChat "Hello world!" };</sqf> | |||
|x2= There is no guarantee that spawned scripts will be executed in the same order they spawned: | |x2= There is no guarantee that spawned scripts will be executed in the same order they spawned: | ||
< | <sqf> | ||
for "_i" from 0 to 100 do | |||
{ | |||
} | _i spawn | ||
} | { | ||
Result: 51,1,2...49,50,0,52,53...100 | diag_log _this; | ||
}; | |||
}; // Result: 51,1,2...49,50,0,52,53...100 | |||
</sqf> | |||
| [ | |x3= Local variables declared in the main scope are not available in the spawned code. You have to pass them as parameters: | ||
<sqf> | |||
private _localVariable = 1234; | |||
[_localVariable] spawn | |||
{ | |||
systemChat format ["_localVariable does not exist: %1", isNil "_localVariable"]; // _localVariable does not exist: true | |||
params ["_localVariable"]; | |||
systemChat format ["_localVariable is now: %1", _localVariable]; // _localVariable is now: 1234 | |||
}; | |||
</sqf> | |||
|seealso= [[call]] [[execVM]] [[execFSM]] [[exec]] [[compile]] [[preprocessFileLineNumbers]] [[preprocessFile]] [[terminate]] [[scriptDone]] [[remoteExec]] [[sleep]] [[uiSleep]] [[canSuspend]] | |||
}} | }} | ||
{{Note | |||
|user= Kronzky | |||
|timestamp= 20090306002000 | |||
|text= [[spawn]] cannot call other local functions on the same scope as itself.<br> | |||
[[spawn]] cannot call other local functions on the same scope as itself.<br> | |||
It can, however, call other global functions: | It can, however, call other global functions: | ||
< | <sqf> | ||
TST_addOne = {TST=TST+1}; | _addOne = { TST = TST + 1 }; | ||
TST_addOne = { TST = TST + 1 }; | |||
_add = { | _add = { | ||
TST = TST+1; | |||
player sideChat format ["added: %1",TST]; | |||
call _addOne; | |||
player sideChat format ["called local: %1",TST]; | |||
call TST_addOne; | |||
player sideChat format ["called global: %1",TST]; | |||
}; | }; | ||
TST=0; | TST = 0; | ||
call _add; | |||
0 spawn _add; | |||
</sqf> | |||
The call of _addOne from the spawned function does not do anything. | The call of _addOne from the spawned function does not do anything. | ||
}} | |||
{{Note | |||
</ | |user= DreadedEntity | ||
|timestamp= 20141021233300 | |||
|text= {{GVI|arma3|0.50}} [[spawn]] requires a script handle when used in the [[Editor|2D-Editor]].</br> | |||
{{GVI|arma3|2.04}} In [[:Category:Eden Editor|Eden Editor]] this is no longer necessary.</br></br> | |||
In scripts and in the [[Arma 3: Debug Console| debug console]], it is not required, but very useful for keeping track of running scripts. Having a script handle also makes it easy to [[terminate]] scripts at any time.</br></br> | |||
Since [[spawn]] creates a new [[Scheduler#Scheduled_Environment|scheduled environment]], having an excess of open [[Scheduler#Threads|threads]] can make the [[Scheduler#Scheduler|scheduler]] queue extremely long, significantly increasing the execution time of each [[Scheduler#Threads|thread]]. (it takes an extremely large amount of [[Scheduler#Threads|threads]], though) | |||
}} | |||
{{Note | |||
|user= Nelis75733126 | |||
|timestamp= 20150825133900 | |||
|text= If you have a local (private) function that you want to access from within code created with <sqf inline>spawn</sqf>, you can pass that private function to the code of <sqf inline>spawn</sqf>, like so: | |||
<sqf> | |||
_someFunction = {}; | |||
[ _someFunction ] spawn { call( _this select 0 ) }; | |||
</sqf> | |||
}} | |||
< | |||
< | |||
</ | |||
< | |||
</ | |||
Latest revision as of 15:38, 29 June 2024
Description
- Description:
- Adds given set of compiled instructions to the scheduler. Exactly when the code will be executed is unknown, it depends on how busy is the engine and how filled up is the scheduler. Therefore spawn does not wait for the supplied code to finish, instead, spawn returns a Script handle to the scheduler task. scriptDone command can be used to check the code completion. Additional arguments are passed to the code in local variable _this. Since 1.56 the script handle also exists inside the code in _thisScript variable. To see what spawned scripts are currently in the scheduler, use diag_activeSQFScripts command.
- Groups:
- Program Flow
Syntax
- Syntax:
- arguments spawn code
- Parameters:
- arguments: Anything - arguments passed to the script, which later available in _this variable inside the script.
- code: Code
- Return Value:
- Script Handle - can be used to determine (via scriptDone (also via isNull in Arma 3)) when the spawned script has finished. In Arma 3, the handle is also available inside the spawned script in _thisScript variable
Examples
- Example 1:
- Example 2:
- There is no guarantee that spawned scripts will be executed in the same order they spawned:
- Example 3:
- Local variables declared in the main scope are not available in the spawned code. You have to pass them as parameters:
private _localVariable = 1234; [_localVariable] spawn { systemChat format ["_localVariable does not exist: %1", isNil "_localVariable"]; // _localVariable does not exist: true params ["_localVariable"]; systemChat format ["_localVariable is now: %1", _localVariable]; // _localVariable is now: 1234 };
Additional Information
- See also:
- call execVM execFSM exec compile preprocessFileLineNumbers preprocessFile terminate scriptDone remoteExec sleep uiSleep canSuspend
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Mar 06, 2009 - 00:20 (UTC)
-
spawn cannot call other local functions on the same scope as itself.
It can, however, call other global functions: The call of _addOne from the spawned function does not do anything.
- Posted on Oct 21, 2014 - 23:33 (UTC)
-
0.50 spawn requires a script handle when used in the 2D-Editor.
2.04 In Eden Editor this is no longer necessary.
In scripts and in the debug console, it is not required, but very useful for keeping track of running scripts. Having a script handle also makes it easy to terminate scripts at any time.
Since spawn creates a new scheduled environment, having an excess of open threads can make the scheduler queue extremely long, significantly increasing the execution time of each thread. (it takes an extremely large amount of threads, though)
- Posted on Aug 25, 2015 - 13:39 (UTC)
- If you have a local (private) function that you want to access from within code created with spawn, you can pass that private function to the code of spawn, like so:
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow