Channels in GDScript
In GDScript, we can use signals to achieve similar functionality to channels. Signals allow different parts of your code to communicate asynchronously.
In this example, we’re using GDScript’s signal system to mimic the behavior of channels:
We define a signal
message_sent
that can carry a payload (in this case, a string).In the
_ready()
function, we connect the signal to a receiving function_on_message_received
.We use
call_deferred
to schedule the_send_message
function to be called on the next frame, simulating the asynchronous nature of goroutines.In
_send_message
, we emit the signal with the message “ping”.The
_on_message_received
function acts as the receiver, printing out the received message.
When we run this script, the “ping” message is successfully passed from one part of the code to another via our signal.
By default, signals in GDScript are emitted and received asynchronously, which allows for a similar flow control to channels in other languages. This property allows us to send and receive messages between different parts of our code without needing to use additional synchronization mechanisms.
While signals in GDScript don’t provide the same level of concurrency control as channels in some other languages, they serve as a powerful tool for decoupled, event-driven programming in Godot game development.