最後活躍 1786343145

修訂 77b252a76a5fd250d5ec0583b70ee1567fff89a0

Qwen36-MTP-System-Power.md 原始檔案
📊 Quick Energy Impact Reference

Category                Avg Power Draw  Recommended BG Behavior
───────────────────────────────────────────────────────────────────────────
AI Inference            🔋🔋🔋🔋🔋      Throttle rate; pause when idle
3D Physics/Rigidbodies  🔋🔋🔋🔋🔋      Disable off-tab; hard stop
Multiplayer Netcode     🔋🔋🔋          Keep alive; reduce tick/packet rate
Video Decode/Encode     🔋🔋🔋🔋        Pause while hidden
Clipboard/OS Sync       🔋              Event-driven only
Background Audio        🔋              Safe to run continuously
Timers/State Stores     🔋              Negligible

Key Concepts for concurrency/execution options:

  • call_deferred: Schedules a method to run at the end of the current frame/physics step. Good for safe scene tree manipulation, avoiding "node doesn't exist yet" errors.
  • await: Godot 4's async/await pattern. Replaces yield. Used for non-blocking waits (signals, timers, functions returning Future). Keeps main thread responsive.
  • Signals: Native Godot event system. Decouples systems, enables reactive UI/engine updates without polling. Essential for multi-tab state management.
  • Threading (Thread/Callable.bind()/@thread_sync): For heavy CPU tasks (AI inference, network I/O) that shouldn't block the main thread.
  • Process Modes (PROCESS_MODE_ALWAYS, INHERIT, PAUSE): Controls when nodes update across different UI states (modals, hidden tabs).
  • State Machines / Context Managers: Managing tab switches, engine lifecycles, and background vs active states without race conditions.