Reputation: 1958
I'm trying to disconnect a SceneTreeTimer
to avoid a function being called on timeout
like this:
extends Node2D
onready var something = $Node2D
var timer
func abort():
timer.disconnect("timeout",something,"queue_free")
timer.emit_signal("timeout")
print("timer=>",timer)
func _ready():
timer=get_tree().create_timer(3)
timer.connect("timeout",something,"queue_free")
...
abort()
And while it does stop the timer from invoking the function
I'm still seeing the timer after aborting it, Output:
timer=>[SceneTreeTimer:1276]
Shouldn't it be something like this since it's time has elapsed?
timer=>[Deleted Object]
Upvotes: 2
Views: 1042
Reputation: 40295
SceneTreeTimer
unlike Node
is a Reference
.
If you have a look at the good old class diagram. You are going to see that some classes extend Node
others Reference
(including Resource
) and other extend Object
directly.
The classes that extend Reference
are reference counted, they won't be deleted as long as you hold (a not WeakRef
) reference to them.
While the classes that extend Node
use explicit memory management, so they are deleted by calling free
or queue_free
on them.
Thus, drop the reference once you are no longer using the SceneTreeTimer
:
func abort():
timer.disconnect("timeout",something,"queue_free")
timer.emit_signal("timeout")
timer = null
print("timer=>",timer) # null, duh
Godot will still emit the "timeout" signal, and when it does it releases its internal reference. We find this in "scene_tree.cpp" (source):
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
We can also experiment using a WeakRef
to get a result similar to the one you expect. However, remember that since Godot is holding a reference internally the timer won't be deleted before its normal timeout.
extends Node2D
onready var something = $Node2D
var timer_ref:WeakRef
func abort():
var timer := timer_ref.get_ref() as SceneTreeTimer
timer.disconnect("timeout",something,"queue_free")
timer.emit_signal("timeout")
func _ready():
var timer := get_tree().create_timer(3)
# warning-ignore:return_value_discarded
timer.connect("timeout",something,"queue_free")
timer_ref = weakref(timer)
abort()
func _process(_delta: float) -> void:
print("timer=>", timer_ref.get_ref())
You should see it change from
timer=>[SceneTreeTimer:1234]
To
timer=>null
After 3 seconds, since that is the argument we gave to create_timer
.
Trivia: Here you will get some number where I put "1234", that number is the instance id of the object. You can get it with get_instance_id
and you can get the instance from the id with instance_from_id
. We saw an example of instance_from_id
in FauxBody2D
.
You might also find it convenient to create an Autoload where you create, stop, and even pause your timers while keeping a API similar to create_timer
, for example see Godot 4.0. how stop a auto call SceneTreeTimer?.
Addendum:
DON'T DO THIS
You might actually mess up with Godot. Since it is reference counted, and we can freely change the count, we can make it release the timer early:
var timer := timer_ref.get_ref() as SceneTreeTimer
timer.disconnect("timeout",something,"queue_free")
timer.emit_signal("timeout")
timer.unreference()
I tested this both on the debugger and on a release export, with Godot 3.5.1, and it didn't crash the game, not output any errors.
For clarity unreference
is not the same as free
, instead:
reference
increases the count by one.unreference
decreases the count by one.I'm calling unreference
to cancel out the internal reference that Godot has.
We can confirm that the timer is being freed, either by using a weak reference or by looking at Godot's profiler. However, Godot has an internal list with references to the timers which are not being cleared properly.
I made this code to test out if the timer loop was being affected by the timers being released early by the above means.
extends Node2D
var can_fire := true
func _process(_delta: float) -> void:
var timer := get_tree().create_timer(60)
# warning-ignore:return_value_discarded
timer.unreference()
if can_fire:
can_fire = false
print("CREATED")
# warning-ignore:return_value_discarded
get_tree().create_timer(2).connect("timeout", self, "fire")
func fire() -> void:
print("FIRED")
can_fire = true
You might expect it to output FIRED
each couple seconds. However, what I found out is that by using unreference
on unrelated timers, we get the others to fire much faster.
My hypothesis is that Godot is keeping the dead reference in its internal list, then when another timer is allocated it takes the same memory. Then the timer counts faster because it appears multiple times in the list.
Removing unreference
results in the expected behavior.
Upvotes: 3
Reputation: 1
It does seem to exist still because calling "disconnect" function won't automatically free itself. Try doing timer.stop() instead.
Upvotes: 0