Open KAW0 opened 1 month ago
FWIW, OCI Distribution spec is a perfect tool for this job, simply what homebrew uses to distribute all prebuilt artifacts.
You get free hosting if you use;
What would be the benefit of a package manager, as opposed to only adding dependency checking, and allowing a package manager to be a separate module/program? It seems to me that a decent amount of end-user serviceability would be lost if there was a package manager possibly interfering with project files.
Maybe this could be factored in as an extension of the existing asset library functionality?
I'm currently considering focusing on loading resources locally and from GIT repositories. @thesayyn As far as I know OCI is mainly designed for layering files and they do not have a system for resolving dependencies. @addmix The current AssetLib explorer is mainly file fetching, it does not include functions such as authentication, dependency resolution and places files in the resources folder so there is nothing that can be used here. I'm considering it as a module. A separate program would force the user to install something. This goes against the compactness of the engine. My idea is to separate packages from resource files. The package data would be physically in the .godot subfolder (the user would probably also be able to indicate another location) but to the user it would be visible from the FileSystem dock pic rel. Files in packages would be mostly readonly with additional support for changing them to working copies for package creators.
bad question:
why not leverage on some standard c-libraries like LibArchive and LibOpkg ?
@terefang I didn't know these libraries, but they won't be useful to us here. LibArchive is a library for compression and archiving, which is beyond its scope. The engine already includes libraries for these purposes. LibOpkg has an incompatible license.
you are looking for MIT or 0BSD license ?
you are looking for MIT or 0BSD license ?
As far I know everything that allow closing source should work if Redot want (i sure they do) to keep upstream policy.
I see that NixOS is in the list of C++ implementations, but I'd like to recommend Nix over NixOS. They are not the same thing, and Nix (and recently flakes) are way more versatile than NixOS.
You can read my exposition at my blog here.
I'd ask the following question before deciding on a format: what is it that we want to be in a module?
What I think is:
I do not believe that we'll have very deep dependency trees with compiled addons, especially as the engine has a very good stdlib.
NOT pivoting to a specific language other than native code via GDExtension is a very powerful idea/tool for the engine.
@Frontrider This project is only about the method of delivering files. If Redot somehow supports loading modules from files, then this project will support delivering these files, but loading them is out of scope. My idea for delivering nuget packages is exactly as you write. Godot/Redot already supports nuget packages indirectly in such a way that by adding the package name and version to the .csproj file, msbiuld downloads the appropriate package. The problem is that if the Assetlib package contains a dependency on nuget, Godot/Redot will not automatically add it, which I intend to introduce here. It would be only one-sided. I don't see a situation where a package from nuget would depend on a package for Redot. I also plan to add dependencies on modules inside the engine. For example, a package related to navigation should require the engine to have a navigation module. As for external languages, the best solution would probably be to add an API
As for external languages, the best solution would probably be to add an API
Honestly, if I go off on how the c#/jvm modules are planned to work in the future just setting a dependency on the runtime is enough. (which becomes an addon/module depending on a second one)
The developer should be able to understand the rest from there. Does cause some issues with javascript (yarn+npm) and jvm (maven/gradle/ivy), but those should just be solved on that runtime's side.
I also plan to add dependencies on modules inside the engine. For example, a package related to navigation should require the engine to have a navigation module.
That actually does sound like something that Juan wanted but never happened.
According to what I saw on https://proposals.redotengine.org/ this is currently the most requested feature. I'm not announcing anything, but I just want to say: I'm cooking
According to what I saw on https://proposals.redotengine.org/ this is currently the most requested feature. I'm not announcing anything, but I just want to say: I'm cooking
YAAAA BUDDY
In my opinion, Flutter has a great package manager, and the package format is okay.
name: GameName
environment:
sdk: '>=3.2.6 <4.0.0'
dependencies:
flutter:
sdk: flutter
equatable: any
vibration: ^1.8.4
dev_dependencies:
flutter_test:
sdk: flutter
flutter_lints: ^2.0.0
In my opinion, Flutter has a great package manager, and the package format is okay.
name: GameName environment: sdk: '>=3.2.6 <4.0.0' dependencies: flutter: sdk: flutter equatable: any vibration: ^1.8.4 dev_dependencies: flutter_test: sdk: flutter flutter_lints: ^2.0.0
The dev dependencies is an interesting one, as that is effectively defining something as "editor only". But, that also touches the way the final package is assembled, you have to exclude those and it takes some work to get the engine to do that (you can filter folders in an export plugin). There is also a third case it explicitly does not cover. A plugin with a new node+it's editing tools. That can't be made out of 2 modules you need to install separately.
Also, I'd avoid nodejs like version "modifiers" as in my experience those cause more issues then their worth. Keep it simple and predictable, it will be used by less experienced people and not having it does not actively hurt the more experienced ones. I'd also integrate it into the project file+ the editor's gui instead of a text file.
According to what I saw on https://proposals.redotengine.org/ this is currently the most requested feature. I'm not announcing anything, but I just want to say: I'm cooking
Hey just wanted to touch base, is this still in the works?
@tindrew It is. I will DM you on Discord
Tested versions
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System information
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Issue description
TLDR: Something like Unity Package Manager, but works properly.
Why?
Why wasn’t it included in Godot?
This has already been proposed, but the creator of Godot was concerned about a situation similar to npm for NodeJS, where a single package can have hundreds of dependencies, and a mistake or deliberate sabotage in one dependency could disrupt the entire ecosystem. This is a valid concern, but there are good examples like the NuGet library for C#, which largely avoids this issue. Most packages have single-level dependencies, and many have none at all.
The reason is simple: when NodeJS was initially developed, it lacked a comprehensive standard library, so packages were created for even the simplest functions, often resulting in duplication. In contrast, C# has a rich standard library, allowing packages to be developed for specific tasks, with many of them compatible with each other through common interfaces. I believe the situation with Godot/Redot is similar the engine already has a robust codebase, so the risk of excessive fragmentation should be minimal.
Technology Options
Creating Our Own Solution in C++
This would likely be the best solution, but it would also involve the most work. Self-explanatory.
Existing C++ Solutions
There are already many package managers for C++, but I am unfamiliar with them, so I cannot comment in detail. This could be the best solution if we find one that meets our requirements.
Here is a roundup of C++ package managers.
NuGet
There is an existing solution based on NuGet, making integration easier. It supports passive delivery, meaning you don't necessarily need a dedicated server. Simply host the files on a server. It’s also compatible with C# packages out of the box. However, the libraries for NuGet are written in C#, so this would require permanent integration of .NET with the engine, which could be a significant drawback for some.
Reimplementing NuGet
Instead of using C# libraries, we could focus on the NuGet standard and implement it in C++. Whether this is better or worse than creating our own system is uncertain.
npm
Please don’t use npm as a base. Let’s don't repeat Unity’s mistake. This system is slow, and its application would take up as much space as the engine itself. Additionally, the authorization system didn’t work properly in Unity, although it’s unclear if that was due to npm or Unity. Using package managers written in other languages also complicates the engine-building process.
Example Package Manifest
This is an example of a file that would be located in the main directory of the package, defining what it is and what dependencies it has:
Official and Unofficial Repositories
If only the name and version are provided but no link:
Git Dependencies
This would be convenient because package creators wouldn’t need to host their packages separately. Instead, they could simply place the manifest file in a Git repository, which would be ideal for internal projects. This will require a `git.exe` file. The best solution would be for the editor to automatically detect if this file exists on the system. If not, the editor should display a prompt asking the user to provide a path if the project has Git dependencies.
NuGet
For C# users, many dependencies can be found on NuGet. It would be convenient for package creators to add dependencies from there something neither Godot nor Unity has managed to deliver. Of course optional if you don't want to use C#
Local Packages
This would involve using folders containing files. As long as they contain a manifest, they can be used as packages. This would be especially useful for package creators.
Custom Scopes
Instead of providing direct links to repositories, custom scopes could be declared in a separate project file. This would be useful when switching between the repository version and a local working copy, for example.
Credential Manager
One of Unity’s failures was not delivering a proper credential manager, which could be a significant selling point for Redot. A simple window where users can add repository links, login details, and passwords to access private repositories would be valuable, particularly for companies building their own ecosystems and for package creators who want to sell access to their repositories.
Inside a Redot Project
It might be worth adding a special path alongside `res://` and `user://`—for example, `packages://`.
Examples:
Steps to reproduce
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Minimal reproduction project (MRP)
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