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https://github.com/2-3-5-41/godot_tokio

A basic implementation of the Tokio runtime for use in Godot 4.
https://github.com/2-3-5-41/godot_tokio

gdext gdextension godot

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A basic implementation of the Tokio runtime for use in Godot 4.

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# godot_tokio

This was made to prevent re-typing out the boilerplate for creating a tokio runtime godot object.

## Example Use snippets

You can simply create an engine singleton that makes the Tokio runtime accessable by all godot objects.

```rs
#[gdextension]
unsafe impl ExtensionLibrary for Metaphy {
fn on_level_init(level: InitLevel) {
match level {
InitLevel::Scene => {
Engine::singleton().register_singleton(AsyncRuntime::SINGLETON, &AsyncRuntime::new_alloc());
}
_ => (),
}
}

fn on_level_deinit(level: InitLevel) {
match level {
InitLevel::Scene => {
let mut engine = Engine::singleton();

if let Some(async_singleton) = engine.get_singleton(AsyncRuntime::SINGLETON) {
engine.unregister_singleton(AsyncRuntime::SINGLETON);
async_singleton.free();
} else {
godot_warn!(
"Failed to find & free singleton -> {}",
AsyncRuntime::SINGLETON
);
}
}
_ => (),
}
}
}
```

Then you can access the runtime/singleton like other non-builtin engine singletons.

```rs
let singleton_access = AsyncRuntime::singleton(); // returns an Option> if you need this.
let runtime_access = AsyncRuntime::runtime(); // returns an Option> if you want to get to the point.
```