Open kang-sw opened 9 months ago
I've been thinking about this exact issue. I've not attempted implementing this, but theoretically if you provide a header for your GDExtension API then another compiled language could use that to interface with it.
Alternatively, you could use Godot objects and use the call
function to use any exposed methods. This would be the simplest solution and works for any language, but you would be sacrificing type safety and maybe performance.
This might be more something for a Godot proposal than for godot-rust 🙂
But yes, we had this discussion in the GDExtension team, and I agree it would be quite valuable. The good news are, this is already partially supported, even though quite manual:
.gdextension
files).godot4 --headless --dump-extension-api
extension_api.json
contains also symbols from the extensions.Now, I haven't tried using that extension_api.json
as input for gdext, and manually overwriting the file would likely be brittle. What you could try however, is setting GODOT4_BIN
only inside the project and making sure the Godot executable is run in the working directory of the project.godot
file. That way, it should pick up additions from extension.
Maybe we can think about ways to support this workflow better from gdext. Don't hesitate to open a Godot proposal to get the ball rolling for a proper feature in that regard.
Maybe worth noting, GDExtension has not really been designed for a full ecosystem, meaning there will be several challenges:
.godot/extension_list.cfg
which could possibly be used to override the ordering.That said, we don't need to go the full route to be useful, even manually depending on extensions that were hand-selected could be a nice addition.
GDExtension has not really been designed for a full ecosystem
Aha, that was why I need to look for Godot proposals for this ... Thanks, now that makes a lot of sense! My curiosity is fully resolved; may I close this issue?
You can gladly start a discussion in a proposal, but maybe we can keep this open for now, for "bridge-the-gap" solutions on godot-rust side 🙂
After some guidance from @Bromeon, I tried using the api-custom
feature of the crate to use https://github.com/MizunagiKB/gd_cubism, but immediately encountered an issue. Due to this line, it generates the extension_api.json
using the Godot binary, but the working directory is set to the directory of the json output, which is the environment variable OUT_DIR
. https://github.com/godot-rust/gdext/blob/5e9b965b2dbf288f4660b3bf0ada220be1e7e8c6/godot-bindings/src/godot_exe.rs#L139 This isn't ideal, because then the working directory won't be of the Godot project containing the GDExtension I wish to utilise.
After manually hardcoding the correct working directory, the next issue was fixing the error "class GDCubismEffect has unknown API type extension" being returned by this function https://github.com/godot-rust/gdext/blob/5e9b965b2dbf288f4660b3bf0ada220be1e7e8c6/godot-codegen/src/util.rs#L61-L83 I mapped "extension" to Scene
thanks to @Bromeon's advice.
After that, I was able to build my godot-rust extension, but upon trying to use it with the following code, I got the following error in Godot.
use godot::classes::{GdCubismUserModel, IGdCubismUserModel};
use godot::prelude::*;
#[derive(GodotClass)]
#[class(base=GdCubismUserModel)]
struct MyModel {
base: Base<GdCubismUserModel>,
}
#[godot_api]
impl IGdCubismUserModel for MyModel {
fn init(base: Base<GdCubismUserModel>) -> Self {
godot_print!("Hello, world!");
Self { base }
}
}
core/extension/gdextension.cpp:471 - Unimplemented yet
Extension runtime class MyModel cannot descend from GDCubismUserModel which isn't also a runtime class
godot-core\src\registry\class.rs:414 - Failed to register class `MyModel`; check preceding Godot stderr messages.
From here this is completely out of the range of my knowledge, hopefully someone can figure this out and get this working 🙏
Extension runtime class MyModel cannot descend from GDCubismUserModel which isn't also a runtime class
I understand it as, extension classes are not allowed to inherit from extension classes from a different extension. That is, a rustgdext class can inherit from either a built-in (aka runtime
) class (Node2D) or_ a rust_gdext class; but NOT from a gd_cubism class.
if (self->extension_classes.has(parent_class_name)) {
parent_extension = &self->extension_classes[parent_class_name];
} else if (ClassDB::class_exists(parent_class_name)) {
if (ClassDB::get_api_type(parent_class_name) == ClassDB::API_EXTENSION || ClassDB::get_api_type(parent_class_name) == ClassDB::API_EDITOR_EXTENSION) {
ERR_PRINT("Unimplemented yet");
//inheriting from another extension
} else {
//inheriting from engine class
}
So what you're looking to do just seems plain impossible without changes to godot itself.
Note that you could look into composition instead of inheritance, that is, instead of inheriting from GdCubismUserModel
, have a child node of type GdCubismUserModel
(I don't know if that would work)
One more thing – for some reason codegen for resources (and as far as I'm aware only the resources?) derived by way explained by PikaDude returns "cvoid" for its `set`s/setters, which causes build to fail.
error[E0277]: the trait bound `std::ffi::c_void: godot_convert::FromGodot` is not satisfied
--> /home/irwin/apps/godot/bullet-hell-shit/bullet-hell-rust/target/debug/build/godot-core-f3565041a3c07d75/out/classes/projectile_config.rs:139:17
|
139 | < CallSig as PtrcallSignatureTuple > ::out_class_ptrcall(method_bind, "ProjectileConfig", "set_display_type", self.object_ptr, self.__checked_id(), args,)
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait `godot_convert::FromGodot` is not implemented for `std::ffi::c_void`, which is required by `(std::ffi::c_void, i32): signature::PtrcallSignatureTuple`
|
= help: the following other types implement trait `godot_convert::FromGodot`:
*const std::ffi::c_void
*mut std::ffi::c_void
note: required for `(std::ffi::c_void, i32)` to implement `signature::PtrcallSignatureTuple`
--> /home/irwin/apps/godot/opensource-contr/missing_docs/gdext/godot-core/src/meta/signature.rs:350:28
|
350 | impl<$R, $($Pn,)*> PtrcallSignatureTuple for ($R, $($Pn,)*)
| ^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^
351 | where $R: ToGodot + FromGodot + Debug,
| --------- unsatisfied trait bound introduced here
...
597 | impl_ptrcall_signature_for_tuple!(R, (p0, 0): P0);
| ------------------------------------------------- in this macro invocation
= note: this error originates in the macro `impl_ptrcall_signature_for_tuple` (in Nightly builds, run with -Z macro-backtrace for more info)
@PikaDude could you maybe upload the custom extension_api.json
?
@PikaDude could you maybe upload the custom
extension_api.json
?
The one I had made for gd_cubism? Sure. extension_api.json
Out of mere curiosity, I wonder if there's any possibility in the future to implement dependencies between GdExtension binaries written in different languages? Being relatively new to exploring this repository, I'm not fully acquainted with the technical specifics. However, it appears that all GdExtensions register classes and methods with the engine. If the methods registered by GdExtensions are treated no differently from those of internal engine classes, wouldn't it be possible for the engine to accept classes registered by other GdExtensions at the time a Rust Extension is registered?
Of course, it's not possible to know which classes a GdExtension will register at compile time, but could we not retrieve metadata for classes already registered with the engine when a Rust GdExtension loads at runtime (based on some user-configurable flag setting), recreate bindings, and, based on this, support Rust bindings for other GdExtension Classes in the next iteration?
I'm not entirely sure, but I presume there must be a way within the engine to specify the load order between different GdExtensions. Consequently, unless a user updates their plugins, the bindings themselves would likely be deterministically generated.