Comments (9)
A fix for Windows DLLs has been merged in godotengine/godot#80188! Now all three main platforms allow to recompile Rust while the editor is open, which is really nice 😊
In other great news, an initial step towards hot reloading is being worked on in godotengine/godot#80284 🚀
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Both
have been merged to Godot master
.
We can consider this very first issue and big blocker resolved! 🚀
There will likely be some follow-up questions and improvements on hot reloading, but these can be addressed separately 🙂
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Btw, to reload signals etc from the DLL, it does work to do Project -> Reload current project 👍 I guess it's effectively the same as restarting godot but a bit more convenient. Also closing to project menu and opening the project again works.
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The thing is that all GDExtension bindings currently suffer from this issue, so I'd rather not build a Rust-specific workaround.
It would be nice if this were fixed in Godot itself. godotengine/godot-cpp#955 proposes an approach, but priorities have shifted again... I'll try to bring this up again 🙂
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On linux I can rebuild the DLL fine but some things are not updated. For example I've seen that I need to restart godot (maybe there is another way to trigger a "refresh"?) when:
- Adding a new type of node and for it to show in the list of available node types.
- Adding a new (
#[func]
) and for it to be known by godot such that I can connect a signal to it.
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I am also seeing a very similar behavior on Linux. It makes sense because:
- Each time the game runs, the DLL is read from disk, so if there are changes, the game process will pick it up. But...
- The DLL is read by the godot editor once at startup, and never reloaded, so whatever was there at the time of loading, is what the editor will show.
So, basically, reloading the game changes happens to work on Linux merely by accident. It was not intended in the design GDExtension. That's also why in Windows, the DLL is being locked and never freed, because the process does not expect it to ever change. It is generally a reasonable assumption to make for plugin development, but seriously hampers game development 😕
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I can confirm similar behavior on osx as well. I can leave editor open and recompile at will as long as iam not adding new end points essentially. In that case for editor to notice them project reload must be used.
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On Windows it is usually possible to move a locked file (so long as it remains on the same disk), which would allow the build to proceed. I no longer use Windows, so I can't confirm whether this would work in this case.
If it does, you only need to move the file every time the editor starts. You could probably attempt to acquire a read lock in build.rs, or powershell, or something and move the file if that fails.
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Testing godotengine/godot#80284 and changing only compat things in gdext (https://github.com/LeaoLuciano/gdext/tree/hot-reload), it works (on linux):
hot_reloading.mp4
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Related Issues (20)
- Trait bound 'Player: GodotDefault' is not satisfied error during Hello World example HOT 3
- `#[func]` function arguments with invalid types produce weird errors HOT 2
- Deep copies taking into account Rust state (unlike `Node::duplicate()`) HOT 8
- Array<Option<Gd<_>>> Crashes on Null Pointer in Godot's Editor HOT 2
- Inheritance and polymorphism proposals
- Virtual function dispatch for Resources not working HOT 4
- Add mocks for some builtin types for use when Godot isn't running HOT 5
- Missing classes in `engine` module relating to navigation HOT 1
- Recent commit causes "GDExtension initialization function 'gdext_rust_init' returned an error" HOT 1
- Vector3 signed_angle_to is incorrect
- Simple VideoStreamPlayback causes thread panic HOT 4
- It is possible to have a `Base` pointing to a dead object HOT 2
- Issues with string & sse4 support HOT 3
- Problems related to multithreaded access imposed by Godot
- It is tricky to figure out how to properly use `WithBaseField` generically
- commit() failing for SurfaceTool in simple case HOT 6
- godot endlessly prompting to restart HOT 5
- Foreign Classes / Interfaces HOT 1
- Converting Typed Arrays to Variant Arrays Panics HOT 12
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