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Asynchronous loading
osu!framework puts a lot of focus on non-blocking loading, striving to never block the interface threads at any point. It is therefore recommended (and in some cases forced) that you use async patterns when loading components.
It is recommended that any larger components are preloaded ahead of time. For instance, after a user has arrived on a menu screen, loading could begin on the next screen(s) that will be displayed.
The simplest method to load a component in the background is by calling LoadComponentAsync()
from inside a Drawable
. This method also exposes a callback which can be used to perform an action when loading completes, which can be useful for showing a newly loading component as soon as it is ready.
Instantly using the component:
LoadComponentAsync(new MyComponent(), Add);
Preloading for future use:
var myComponent = new MyComponent();
LoadComponentAsync(myComponent);
// ...
Add(myComponent); // note that this will cause a blocking load if the async load has not yet completed.
This method returns a Task
which can be blocked on with Task.Wait()
if you need custom blocking behaviour.
When a component is loaded, it will attempt to load all nested children that have ShouldBeAlive == true
. To make use of this chaining, ensure that all loading code is either in the ctor
or a private method marked with the [BackgroundDependencyLoader]
attribute. The latter is recommended as it avoids a potential overhead when constructing new instances of the component that aren't nested in an asynchronous load.
public class MainComponent : CompositeDrawable
{
[BackgroundDependencyLoader]
private void load()
{
Child = new NestedComponent();
// this could also be in the ctor if required, but generally use BDL wherever possible for maximum efficiency.
}
}
public class NestedComponent : Drawable
{
[BackgroundDependencyLoader]
private void load()
{
// long running load
}
}
The following call could then be used to load MainComponent
and NestedComponent
asynchronously, only adding MainCompoent when the nested tree is completely loaded.
LoadComponentAsync(new MainComponent(), Add);
Some classes come with pre-built asynchronous behaviours. One example is Screen
, which automatically loads a child screen that is Push
ed if it is not already in a loaded state. Overriding such asynchronous behaviour can be achieved as mentioned above, by manually blocking on a preload call:
var blocking = new BlockingScreen();
LoadComponentAsync(blocking).Wait();
screenStack.Push(blocking);
The special attribute [LongRunningLoad]
exists to mark components which require loads that take a long time (generally anything >100ms). This is usually a drawable which is retrieving a texture (or other content) from a network source. By attaching this to a class, you can ensure that all usage of that class is correctly loaded in an asynchronous context.
There are two important things to note about this attribute:
This avoids any potential of thread pool saturation by network requests or otherwise. Normal components loaded via LoadComponentAsync()
will be unaffected by LongRunningLoad
components.
In order to avoid [LongRunningLoad]
components accidentally ending up on the standard async load thread pool, they must always be run directly via LoadComponentAsync()
. An exception will be thrown if this is not the case.
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