Open KellyThomas opened 6 years ago
i think you should use _init()
Is _init
actually something other than a GDScript feature? Where is it called from?
_init is the GDScript constructor, its not godot related.
On Tue, Oct 2, 2018 at 2:22 PM Ignacio Etcheverry notifications@github.com wrote:
Is _init actually something other than a GDScript feature? Where is it called from?
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It is exposed as part of Godot.Object
http://docs.godotengine.org/en/latest/classes/class_object.html#class-object-init
I guess the workflow in C# is just to use a constructor then? That would make sense.
Edit: Oh, if it's exposed, then idk what. Weird.
Indeed it is, It was hacked on purpose to be there. Wonder if it should be removed or the documentation just changed to ensure it is GDScript only.
On Tue, Oct 2, 2018 at 2:32 PM Kelly Thomas notifications@github.com wrote:
It is exposed as part of Godot.Object
http://docs.godotengine.org/en/latest/classes/class_object.html#class-object-init
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I will hard-code the bindings generator to ignore _init
then.
@willnationsdev Yes. However, you will have to add a default constructor as well, since the implicit one is removed if you add a constructor overload. (There was an issue about this but I can't find it).
@reduz Not sure about removing it from the docs. I would rather make it clear in the method description that it's a GDScript-only thing.
Is _init
also used in VisualScript? I had thought it was (in which case, we should clarify that it's for "Godot languages" like GDScript and VisualScript).
Is this related to visual script?
Searching in the source code doesn't give any result that would indicate it's used in VisualScript, so I think it's GDScript-only.
Regarding C#, I'm not so sure about removing it anymore. I'm actually thinking of making it work.
The Godot editor has now we create placeholder instances of script classes in the editor for getting the default values of exported properties. The constructor has to be called for those instances. Having a _Init
function that would only be called for real non-placeholder instances would be great.
I'm removing _Init
for now in #29140, but I plan to add a working implementation in the future as explained in my previous comment.
Any news on this?
I don't feel C# constructors are the C# version of _init due the way Godot works. C# constructor with Godot are largely useless due to the initialization order. We often end up implementing and manually calling our own Initialize() methods. But. Having _Init support in Godot's .NET version would, for instance, allow for a separate two-step construction and initialization for objects.
@neikeq
How do C#'s constructors behave diffrently than GDScript's _init
in this @Pilvinen ? I never used GDScript so I may be wrong but from what I know about them it sounds like they behave exactly the same?
@Pilvinen could you expand on your point? I also haven't used GDScript so I would be curious to know
@EnlitHamster I managed to talk to @Pilvinen about it on discord. However this was a while ago so I might be misremembering so take the following with a grain of salt.
Basically, Pilvinen wants a method that gets called when the node is put into the tree together with its children, similar to OnEnterTree
(Or whatever the method was called). However, unlike OnEnterTree
it will only be called once.
Ready
doesn't work for this (At least, not for Pilvinen) because this is called after every child has had it's Ready method called. Or said another way, the order is the opposite way around for Pilvinen.
Pilvinen was thinking/hoping that _init
could be this method in C# but as far as I'm aware this isn't what _init
does in GDScript.
That pretty much sums it up.
The problem is that if you want to use Godot in a way where your work flow is code-centric you will get into all sorts of trouble with initialization order when you try to pass dependencies around. Anything that is passed to you from the editor via the export attribute is pretty much guaranteed to work. No problem there. But this is not always the case if you want to primarily be responsible for instantiating your own objects from code, passing them to child nodes that require them and adding nodes to the tree manually.
The work flow becomes reversed from what is customary in Godot.
_Ready of course doesn't accept parameters so you can't use it to pass dependencies around. C# has constructors and while constructor injection is normally a very powerful pattern in C#, this doesn't always work that well with Godot because by the time constructor runs - nothing is ready in Godot, so you can't depend on anything. You can only rely on your own code. If you need some piece of information from Godot, it is not available at this time.
It was my hope that _Init might have been an additional step in initialization which would have allowed clean separation between:
While _Ready would have quaranteed that all child objects are, well, ready, the order would have been reverse with init - allowing us to do away with constructing and using our own Initialize() methods.
I spent a full year studying all the various approaches which could be used to pass data around and get dependencies in Godot in code-first approaches, essentially treating Godot as a library. For me reflection probably worked the best, but also felt like an overkill for something which should be simple.
Godot 4.x largely fixed all the problems which drove me into this in the first place by allowing export of nodes.
But in the end after a year of experimenting I simply finally gave up. The problem at the core wasn't really ever resolved. Godot is difficult to work with if you want to go code-first and ignore the editor. There is room for improvement. And my hope was (a long time ago) that _Init might have been a simple work flow improvement. There was some talk, a long time ago, of adding _Init support to Godot's C# version and bringing feature parity between GDScript and C# versions.
To sum it up.
My thinking was that you would do what ever injection you want with parameter/CTOR injection. Then you would go down the tree hierarchy with _Init and initialize the objects with data from a parent class. Then on _Ready you would come up the hierarchy child-to-parent and do final steps with your fully initialized objects and reliably present objects.
Now, maybe this is not how _Init works in GDScript. I don't know.
But what I do know is _EnterTree would have worked excellently for this exact purpose if it weren't for the annoying fact that it runs each time the node enters the tree vs. once on creation. I also tried using _EnterTree in my experiments and it required adding bool IsInitialized
as class member to every object + logic for checking for this. Which became really old really soon. But other than that it did work exactly as described.
This was a long time ago and I've probably forgotten a lot of what the real and practical problems were, but I do believe the out of the ordinary way Godot required networking to be initialized in 3.x was a big part of the issue. And similar practices were also present in other places. But I've forgotten the details of the issues.
And I'm not sure what the situation in Godot 4.x is as I've mostly transitioned to using node exports after giving up on code-first approach.
I'm sure you can figure out the bottle necks for yourself with some experimentation.
Thank you very much for the detailed answer, it was illuminating.
I am doing some simulation work in Godot, and need to do some particular library loading. I hope I can figure out how to load the various modules just in their specific node to code-split the dependencies, but I'll just have to see what brick walls I find on the way.
Godot version: dacc3f3 and 3.1 alpha
OS/device including version: Window 7 x64
Issue description:
_Init()
is not being called on my c# scriptsSteps to reproduce: Create a node with this script:
But when it runs no message is printed.
Minimal reproduction project: init-test.zip