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Qwen36-MTP-System-Power.md Raw
πŸ“Š Quick Energy Impact Reference

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

Key Concepts for concurrency/execution options: β€’ 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. β€’ await: Godot 4's async/await pattern. Replaces yield. Used for non-blocking waits (signals, timers, functions returning Future). Keeps main thread responsive. β€’ Signals: Native Godot event system. Decouples systems, enables reactive UI/engine updates without polling. Essential for multi-tab state management. β€’ Threading (Thread/Callable.bind()/@thread_sync): For heavy CPU tasks (AI inference, network I/O) that shouldn't block the main thread. β€’ Process Modes (PROCESS_MODE_ALWAYS, INHERIT, PAUSE): Controls when nodes update across different UI states (modals, hidden tabs). β€’ State Machines / Context Managers: Managing tab switches, engine lifecycles, and background vs active states without race conditions.