godot-rust / godot-rust/gdext

Threads: computationally expensive function without side effects

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c: threads
Dominant language
Rust
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Description

My use case is a computationally expensive **static** function
```rust
#[godot_api]
impl Foo {
#[func] // This function is "static" - it doesn't accept self.
fn foo(a: i64, b: i64) -> i64 {...}
}
```

I want to call it from different worker pool threads from GDScript. How can I implement it in Rust?

Without `experimental-threads`, I'm getting the "must run on the main thread" exception.
With `experimental-threads`, I'm getting the function call wrapped in mutexes, making it impossible to run two functions in parallel.

This is frustrating because the code itself is demonstrably correct, it's the generated checks that are preventing me from using it the way I want to be using it.

What are my options?

Is it possible to add a feature that prevents these mutex wrappers from being emitted?

Something like

```rust
#[func(unsafe_no_emit_thread_checks)]
fn foo(...) {
// I pinky-swear to not shoot myself in the foot.
}
```

Contributor guide

Open the contributing guide

Research direction

No files or tests are named. Start by tracing the generated thread checks and mutex wrappers involved when experimental-threads is enabled, then inspect how #[godot_api] and #[func] handle static functions. Done should be a documented answer about the available options or a reviewed implementation of an explicit opt-out, if that approach is accepted.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Active
Clarity
Mostly clear
Newbie friendliness
35/100

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