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https://github.com/you-win/gdnative-runtime-loader

Runtime loading for GDNative libraries
https://github.com/you-win/gdnative-runtime-loader

godot godot-engine

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Runtime loading for GDNative libraries

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# GDNative Runtime Loader

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[![package](https://img.shields.io/badge/package-1.0.0-blue)](https://www.npmjs.com/package/@sometimes_youwin/gdnative-runtime-loader)

Allows for runtime loading of GDNative libraries for Godot 3.4.x.

Useful for making parts of your game/application optional to users. An example of where this would be useful would be making a lip-sync library optional or using a mock library if it's not available.

### Note
This script is really only useful for exported projects that wish to make some features optional. If possible, you should instead rely on CICD to package your game/app appropriately.

## Limitations
* The library must be exposed to Godot using GDNative
* If a library is **unloaded** at runtime, your game/app will probably crash
* The runtime loader must be used to interact with your library

## Example

GDScript
```gdscript
runtime_loader = RuntimeLoader.new("res://example/plugins/" if OS.is_debug_build() else "")

runtime_loader.scan()

pinger = runtime_loader.create_class("pinger", "Pinger")
if pinger != null:
print(pinger.ping())
```

config.ini
```ini
# Library metadata that's technically optional
# If omitted, defaults will be used, however it's generally better to be explicit
[General]
# These all map back to GDNativeLibrary resource properties
symbol_prefix="godot_"
reloadable=true
load_once=true
singleton=false
# Only use the following option if you are sure you need it
init_func_name="my_init_func"

# A section must exist for each target platform
# Target platform names map back to the names in a GDNativeLibrary resource
[Windows.64]
# The name of the library in the current folder
# In theory, this will also work in a nested folder as long as you provide a relative path
lib="rust.dll"

# All other sections are used to define classes in the library
[Pinger]
# This is the only field needed in order to generate a NativeScript resource
extends="Reference"

```

[A full example is provided as a release](https://github.com/you-win/gdnative-runtime-loader/releases). The `ponger` library is deliberately misconfigured in order to showcase error handling. It is trivial to fix. If you cannot figure out how to fix `ponger`'s configuration, this addon is too advanced for you.

## Quickstart
1. Copy the `addons/gdnative-runtime-library` directory into your addons folder
2. Create a `plugins` folder at your project root (next to your executable for exported projects)
3. Create a new folder for each of your plugins
4. Add a `config.ini` file for each plugin (e.g. `plugins/my_gdnative_lib/config.ini`)
5. Fill out the `config.ini` (see the `example` project for an example. Note that the `dll`s are not checked into this repository, but you can download the [exported release](https://github.com/you-win/gdnative-runtime-loader/releases) for a runnable example)
6. Create a new `gdnative_runtime_loader.gd` file with an optional `path` arg (By default this searches for a `plugins` folder at your project root, but this can be customized)
7. Call `scan()` in order to parse the libraries
8. If your library has a custom `init` hook, you will need to pass those args now to the library (e.g. `runtime_loader.libraries["my_lib"].add_init_arg(1))` to add an init arg `1` to a library called `my_lib`)
9. Create classes defined in your library and use them in your game/app (e.g. `runtime_loader.create_class("my_lib", "foo")` to create a class called `Foo` from the `my_lib` library)