Signals in GDScript
Here’s the translation of the Go code to GDScript, formatted in Markdown suitable for Hugo:
Our program demonstrates how to handle signals in GDScript. While GDScript doesn’t have a direct equivalent to Unix signals, we can simulate similar behavior using the OS
class and its get_process_id()
method.
This script sets up a simple program that waits for a “signal” (simulated by key presses) and handles it accordingly. Here’s how it works:
We use the
_ready()
function to set up our program. It prints “awaiting signal” and sets up a timer to simulate the program running for a while.We get the process ID using
OS.get_process_id()
. In a real scenario, you could use this to send signals to the process.We set up input processing to simulate receiving signals. Pressing Ctrl+C simulates a SIGINT, and Ctrl+T simulates a SIGTERM.
The
_handle_signal()
function is called when a “signal” is received. It prints the signal name and quits the program.If no “signal” is received, the program will exit after 5 seconds when the timer times out.
To run this program, save it as a script attached to a Node in a Godot project. When you run the project, you’ll see:
Then, if you press Ctrl+C, you’ll see:
And the program will exit. If you don’t press anything, after 5 seconds you’ll see:
This example demonstrates how to handle “signal-like” events in GDScript, even though it doesn’t have a direct equivalent to Unix signals. The concepts of graceful shutdown and responding to external events are still applicable and important in game development with Godot.