Compare commits
1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
3549b0be95 |
+34
-29
@@ -32,8 +32,6 @@ PROJECT_NAME :: "sindri"
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BUILD_DIRECTORY :: "out/"
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GAME_SRC_DIR :: "game/"
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GAME_LIB_PATH :: BUILD_DIRECTORY + "game" + LIB_EXT
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GAME_LIB_TMP_PATH :: BUILD_DIRECTORY + "game_tmp" + LIB_EXT
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ENGINE_DIR :: "src/"
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ENGINE_OUTPUT :: BUILD_DIRECTORY + PROJECT_NAME
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@@ -47,6 +45,7 @@ Options :: struct {
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debug: bool `args:"optional" usage:"Build project in debug-mode."`,
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release: bool `args:"optional" usage:"Build project in release-mode."`,
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run: bool `args:"optional" usage:"Run project."`,
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hot_reload: bool `args:"optional" usage:"Hot-reload project."`,
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wgpu_init: bool `args:"optional" usage:"Prepare wgpu-native."`,
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wgpu_version: string `args:"optional" usage:"Override the wgpu release version to init."`,
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fmt: bool `args:"optional" usage:"Run odinfmt."`,
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@@ -77,6 +76,7 @@ main :: proc() {
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if opts.debug do build_project(true, opts.overflow[:])
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if opts.release do build_project(false, opts.overflow[:])
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if opts.run do run_project(opts.overflow[:])
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if opts.hot_reload do hot_reload(!opts.release, opts.overflow[:])
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if opts.wgpu_init do wgpu_init(opts.wgpu_version)
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if opts.fmt do format_source()
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if opts.pre_commit do pre_commit()
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@@ -91,17 +91,12 @@ main :: proc() {
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// Build project
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// Build the game library ('game/') and the engine ('src/')
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build_project :: proc(debug: bool, odin_extra_args: []string) {
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build_project :: proc(debug: bool, extra_args: []string) {
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version := project_version()
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// Setup compiled wgpu binary
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wgpu_init()
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// ----------------------------------------
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// Game compile
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build_game(debug, version, odin_extra_args)
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// ----------------------------------------
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// Engine compile
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@@ -111,7 +106,7 @@ build_project :: proc(debug: bool, odin_extra_args: []string) {
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return
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}
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build_engine(debug, version, odin_extra_args)
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build_engine(debug, version, extra_args)
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}
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// Shared builder between game/engine
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@@ -124,6 +119,7 @@ build_common :: proc(
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b := brokkr.builder_make()
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brokkr.build(&b, dir)
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brokkr.append(&b, "-show-timings")
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brokkr.collection(&b, "game", ".")
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brokkr.collection(&b, PROJECT_NAME, "src")
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brokkr.collection(&b, "gram", "vendor/gram/src")
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brokkr.collection(&b, "wgpu", "vendor")
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@@ -144,24 +140,6 @@ build_common :: proc(
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return b
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}
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// Build the game as a dynamic library loaded by the engine
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build_game :: proc(debug: bool, version: string, extra_args: []string) {
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b := build_common(GAME_SRC_DIR, debug, version, extra_args)
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defer brokkr.builder_destroy(&b)
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brokkr.mode(&b, .Dynamic)
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// Use a temp file because it first writes an empty file, which the engine
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// would load before it is actually fully written
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brokkr.out(&b, GAME_LIB_TMP_PATH)
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if err := brokkr.execute(&b); err != nil {
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os.exit(1)
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}
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if !os.is_file(GAME_LIB_TMP_PATH) {
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die("build produced no game lib %q", GAME_LIB_TMP_PATH)
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}
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os.rename(GAME_LIB_TMP_PATH, GAME_LIB_PATH)
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}
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// Build the engine executable
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build_engine :: proc(debug: bool, version: string, extra_args: []string) {
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b := build_common(ENGINE_DIR, debug, version, extra_args)
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@@ -174,8 +152,7 @@ build_engine :: proc(debug: bool, version: string, extra_args: []string) {
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run_project :: proc(extra_args: []string) {
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// Build project if it wasnt already
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if !os.exists(ENGINE_OUTPUT) ||
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!os.exists(GAME_LIB_PATH) { build_project(true, {}) }
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if !os.exists(output_path(ENGINE_OUTPUT)) do build_project(true, {})
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cmd := []string{output_path(ENGINE_OUTPUT)}
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line := slice.concatenate(
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@@ -206,6 +183,34 @@ run_project :: proc(extra_args: []string) {
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os.exit(res.exit_code)
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}
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hot_reload :: proc(debug: bool, extra_args: []string) {
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if engine_is_running() {
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process := output_path(PROJECT_NAME)
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when ODIN_OS == .Windows {
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// Ask process to shut down gracefully (equivalent to SIGTERM)
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_, ok, _ := exec([]string{"taskkill", "/IM", process + ".exe"})
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if !ok {
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die("hot reload: failed to terminate running %s", process)
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}
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} else {
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_, ok, _ := exec([]string{"pkill", "-TERM", "-x", process})
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if !ok {
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die(
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"hot reload: failed to send SIGTERM to running %s",
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process,
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)
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}
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}
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// Wait for process to terminate
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for engine_is_running() {
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time.sleep(time.Millisecond * 20)
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}
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}
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run_project(extra_args)
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}
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// -----------------------------------------
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// wgpu setup
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@@ -0,0 +1,47 @@
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# Hot Reloading
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Instead of having the engine as an exe and game as a dll, and having to jump
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through hoops to share libraries internal state between them we do it
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differently. The engine and game live in the same binary, compiled fully each
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time. We rely mostly on static memory, and register these memory regions. Then
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when we want to hot reload: we send a close signal to the running instance, it
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writes a snapshot of the active memory to disk, instance closes, recompile,
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restart the application, it restores the memory from the snapshot.
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## Byte Layout On Disk
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```odin
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Snapshot_Header :: struct #packed #all_or_none {
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magic_string: u32,
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version: u16, // spec of the snapshot
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app_version: [4 + time.MIN_YYYY_DATE_LEN + 8]u8, // example: `dev-2026-09-23-a4084b3`
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region_count: u32,
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}
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Region_Header :: struct #packed #all_or_none {
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name_size: u32,
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data_size: u32,
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}
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```
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[ Snapshot_Header ]
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[ Region_Header ]
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[ name bytes ]
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[ data bytes ]
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[ Region_Header ]
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[ name bytes ]
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[ data bytes ]
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[ etc.. ]
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## Diff Checking
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Use hashing per memory segment to do a sanity diff-check.
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```odin
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import "core:crypto/hash"
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data: []byte = ...
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digest := hash.hash_bytes(hash.Algorithm.SHA256, data)
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defer delete(digest)
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```
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+35
-30
@@ -7,39 +7,42 @@ import "sindri:base"
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import "sindri:core"
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// -----------------------------------------
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// Types
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Game_Memory :: struct {
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should_close: bool,
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}
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g: ^Game_Memory
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Test_Memory :: struct {
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asd: int,
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qwe: int,
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}
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// -----------------------------------------
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// Variables
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@(export)
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memory :: proc() -> rawptr {
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return g
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g: Game_Memory
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t: Test_Memory
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game_api := core.Game_API {
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settings = settings,
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init_once = init_once,
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init = init,
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update = update,
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render = render,
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destroy = destroy,
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should_close = should_close,
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force_reload = force_reload,
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force_restart = force_restart,
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}
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@(export)
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memory_free :: proc() {
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free(g)
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// -----------------------------------------
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// Public functions
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api :: proc() -> ^core.Game_API {
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return &game_api
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}
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@(export)
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memory_size :: proc() -> int {
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return size_of(Game_Memory)
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}
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@(export)
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memory_set :: proc(mem: rawptr) {
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g = (^Game_Memory)(mem)
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// Here you can also set your own global variables. A good idea is to make
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// your global variables into pointers that point to something inside `g`.
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}
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@(export)
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settings :: proc() -> base.Settings {
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return base.Settings {
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width = 960,
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@@ -51,36 +54,40 @@ settings :: proc() -> base.Settings {
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}
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}
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@(export)
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init_once :: proc() {
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fmt.println("init once")
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base.register_region("game_memory", &g, size_of(Game_Memory))
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base.register_region("test_memory", &t, size_of(Test_Memory))
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}
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@(export)
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init :: proc() {
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fmt.println("hello from .dll!")
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g = new(Game_Memory)
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memory_set(g)
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g.should_close = false
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}
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@(export)
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update :: proc(dt: f32) {
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fmt.println("dt:", dt)
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if core.key_state(.Key_Escape) == .Press {
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g.should_close = true
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}
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if core.key_state(.Key_F5) == .Press do t.asd = 555
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if core.key_state(.Key_F6) == .Press do t.asd = 666
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}
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@(export)
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render :: proc() { }
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destroy :: proc() {
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fmt.println("bye")
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fmt.println(t.asd, t.qwe)
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}
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start := time.tick_now()
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@(export)
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should_close :: proc() -> bool {
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elapsed := time.tick_since(start)
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seconds := time.duration_seconds(elapsed)
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@@ -89,12 +96,10 @@ should_close :: proc() -> bool {
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return g.should_close
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}
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@(export)
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force_reload :: proc() -> bool {
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return core.key_state(.Key_F5) == .Press
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}
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@(export)
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force_restart :: proc() -> bool {
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return core.key_state(.Key_F6) == .Press
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}
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@@ -1,5 +1,6 @@
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{
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"collections": [
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{ "name": "game", "path": "." },
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{ "name": "sindri", "path": "src" },
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{ "name": "gram", "path": "vendor/gram/src" },
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{ "name": "wgpu", "path": "vendor" }
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@@ -0,0 +1,3 @@
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package base
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should_close: bool
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@@ -158,8 +158,6 @@ on_event :: proc(data: Event_Data) {
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drain_event_queue :: proc() {
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assert(event_bus.queue != nil)
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fmt.println("toby!")
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for &event in event_bus.queue {
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#partial switch e in event.data {
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+259
-188
@@ -1,231 +1,302 @@
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package base
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import "core:c"
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import "core:dynlib"
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import "base:runtime"
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import "core:crypto/hash"
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import "core:fmt"
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import "core:mem"
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import "core:os"
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import "core:strings"
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import "core:time"
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when ODIN_OS == .Windows {
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LIB_EXT :: ".dll"
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} else when ODIN_OS == .Darwin {
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LIB_EXT :: ".dylib"
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} else {
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LIB_EXT :: ".so"
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}
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SNAPSHOT_NAME :: "snapshot"
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SNAPSHOT_EXTENSION :: "sndr"
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GAME_LIB_DIR :: "out/"
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GAME_LIB_PATH :: GAME_LIB_DIR + "game" + LIB_EXT
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MAGIC_STRING :: 0x72646E73 // "rdns" -> "sndr" in little endian
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HOT_RELOAD_VERSION :: 1
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APP_VERSION_SIZE :: 4 + time.MIN_YYYY_DATE_LEN + 8 + 6 // example: `dev-2026-09-23-a4084b3-debug`
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// -----------------------------------------
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// Types
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@(private)
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Snapshot_Header :: struct #packed #all_or_none {
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magic_string: u32,
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version: u16, // spec of the snapshot
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app_version: [APP_VERSION_SIZE]u8,
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region_count: u32,
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}
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@(private)
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Region_Header :: struct #packed #all_or_none {
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name_size: u32,
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data_size: u32,
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}
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@(private)
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Memory_Region :: struct {
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ptr_location: rawptr,
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// TODO: How do we do hash compare without having to hash current memory every frame?
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digest: []u8, // hash of this region in last snapshot
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}
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@(private)
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Hot_Reload :: struct {
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loaded_libs: [dynamic]Game_API,
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}
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Hot_Reload_Error :: enum u8 {
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None = 0,
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Load_Game_Lib_Failed = 1,
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Unimplemented = 127,
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Okay = None,
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}
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Error :: union #shared_nil {
|
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Hot_Reload_Error,
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}
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Game_API :: struct {
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lib: dynlib.Library,
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memory: proc() -> rawptr,
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memory_free: proc(),
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memory_size: proc() -> int,
|
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memory_set: proc(mem: rawptr),
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settings: proc() -> Settings,
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init_once: proc(),
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init: proc(),
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update: proc(_: f32),
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render: proc(),
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destroy: proc(),
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should_close: proc() -> bool,
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force_reload: proc() -> bool,
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force_restart: proc() -> bool,
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modification_time: time.Time,
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api_version: int, // iteration of the game lib
|
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allocator: runtime.Allocator,
|
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snapshot_path: string,
|
||||
snapshot_header: Snapshot_Header,
|
||||
region_headers: map[string]Region_Header, // hash of name:size
|
||||
regions: map[string]Memory_Region, // hash of name:size
|
||||
write_full_snapshot: bool,
|
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}
|
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// -----------------------------------------
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// Variables
|
||||
|
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hot_reload_init :: proc() -> (hr: Hot_Reload, error: Error) {
|
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api: Game_API
|
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@(private)
|
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hr: Hot_Reload
|
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|
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api_ok := load_game_lib(&api)
|
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if !api_ok {
|
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fmt.println("error: failed to load Game API")
|
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return {}, .Load_Game_Lib_Failed
|
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// -----------------------------------------
|
||||
// Constructor & destructor
|
||||
|
||||
hot_reload_init :: proc(
|
||||
app_version: string,
|
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allocator := context.allocator,
|
||||
) -> os.Error {
|
||||
// Get snapshot path
|
||||
out := os.get_executable_directory(allocator) or_return
|
||||
defer delete(out, allocator)
|
||||
snapshot_path := fmt.tprintf(
|
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"%v/%v.%v",
|
||||
out,
|
||||
SNAPSHOT_NAME,
|
||||
SNAPSHOT_EXTENSION,
|
||||
)
|
||||
snapshot_path_cpy := strings.clone(snapshot_path, allocator)
|
||||
|
||||
// Copy version string
|
||||
version: [APP_VERSION_SIZE]u8
|
||||
n := min(len(app_version), APP_VERSION_SIZE)
|
||||
copy(version[:n], app_version[:n])
|
||||
|
||||
hr = {
|
||||
allocator = allocator,
|
||||
snapshot_path = snapshot_path_cpy,
|
||||
snapshot_header = {
|
||||
magic_string = MAGIC_STRING,
|
||||
version = HOT_RELOAD_VERSION,
|
||||
app_version = version,
|
||||
region_count = 0,
|
||||
},
|
||||
region_headers = make(map[string]Region_Header, 1, allocator), // initial capacity for nil checks
|
||||
regions = make(map[string]Memory_Region, 1, allocator), // initial capacity for nil checks
|
||||
write_full_snapshot = true,
|
||||
}
|
||||
|
||||
hr.loaded_libs = make([dynamic]Game_API, 0, 0, context.allocator)
|
||||
append(&hr.loaded_libs, api)
|
||||
|
||||
return hr, nil
|
||||
return nil
|
||||
}
|
||||
|
||||
hot_reload_destroy :: proc(state: ^Hot_Reload) {
|
||||
for &api in state.loaded_libs {
|
||||
unload_game_lib(&api)
|
||||
hot_reload_destroy :: proc() {
|
||||
assert(
|
||||
hr.region_headers != nil,
|
||||
"[hot-reload] destroying uninitialized data",
|
||||
)
|
||||
|
||||
assert(hr.regions != nil, "[hot-reload] destroying uninitialized data")
|
||||
|
||||
delete(hr.snapshot_path, hr.allocator)
|
||||
|
||||
for key, region in hr.region_headers do delete(key, hr.allocator)
|
||||
for key, region in hr.regions {
|
||||
if region.digest != nil do delete(region.digest, hr.allocator)
|
||||
}
|
||||
|
||||
delete(state.loaded_libs)
|
||||
delete(hr.region_headers)
|
||||
delete(hr.regions)
|
||||
}
|
||||
|
||||
// -----------------------------------------
|
||||
// Public functions
|
||||
|
||||
active_lib :: proc(hr: ^Hot_Reload) -> ^Game_API {
|
||||
return &hr.loaded_libs[len(hr.loaded_libs) - 1]
|
||||
}
|
||||
register_region :: proc(
|
||||
name: string,
|
||||
ptr_location: rawptr,
|
||||
data_size: u32,
|
||||
) -> os.Error {
|
||||
assert(hr.region_headers != nil, "[hot-reload] uninitialized")
|
||||
assert(hr.regions != nil, "[hot-reload] uninitialized")
|
||||
assert(ptr_location != nil, "[hot_reload] invalid location")
|
||||
assert(data_size > 0, "[hot_reload] invalid type size")
|
||||
|
||||
should_close :: proc(hr: ^Hot_Reload) -> bool {
|
||||
api := active_lib(hr)
|
||||
if api.lib == nil do return true
|
||||
return api.should_close()
|
||||
}
|
||||
|
||||
copy_lib :: proc(to: string) -> bool {
|
||||
copy_err := os.copy_file(to, GAME_LIB_PATH)
|
||||
if copy_err != nil {
|
||||
fmt.printfln(
|
||||
"error: failed to copy {0} to {1}: {2:v}",
|
||||
GAME_LIB_PATH,
|
||||
to,
|
||||
copy_err,
|
||||
)
|
||||
return false
|
||||
hash := fmt.tprintf("%v:%d", name, data_size)
|
||||
assert(!(hash in hr.regions), "[hot_reload] double registration")
|
||||
hash_cpy := strings.clone(hash, hr.allocator)
|
||||
hr.region_headers[hash_cpy] = Region_Header {
|
||||
name_size = cast(u32)len(name),
|
||||
data_size = data_size,
|
||||
}
|
||||
hr.regions[hash_cpy] = Memory_Region {
|
||||
ptr_location = ptr_location,
|
||||
}
|
||||
|
||||
return true
|
||||
hr.snapshot_header.region_count += 1
|
||||
|
||||
hr.write_full_snapshot = true
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Load game lib symbols
|
||||
load_game_lib :: proc(api: ^Game_API) -> bool {
|
||||
mod_time, mod_time_err := os.last_write_time_by_name(GAME_LIB_PATH)
|
||||
if mod_time_err != os.ERROR_NONE {
|
||||
fmt.printfln(
|
||||
"error: failed getting last write time of {0}, error code: {1}",
|
||||
GAME_LIB_PATH,
|
||||
mod_time_err,
|
||||
)
|
||||
return false
|
||||
read_snapshot :: proc() -> os.Error {
|
||||
assert(hr.region_headers != nil, "[hot-reload] uninitialized")
|
||||
assert(hr.regions != nil, "[hot-reload] uninitialized")
|
||||
|
||||
if !os.exists(hr.snapshot_path) {
|
||||
hr.write_full_snapshot = true
|
||||
return nil
|
||||
}
|
||||
api.modification_time = mod_time
|
||||
|
||||
lib_name := fmt.tprintf(
|
||||
GAME_LIB_DIR + "game_{0}" + LIB_EXT,
|
||||
api.api_version,
|
||||
)
|
||||
copy_lib(lib_name) or_return
|
||||
snapshot := os.open(hr.snapshot_path, {.Read}) or_return
|
||||
defer os.close(snapshot)
|
||||
|
||||
// Match the names of the fields in Game_API to symbols in the game DLL
|
||||
_, ok := dynlib.initialize_symbols(api, lib_name, "", "lib")
|
||||
if !ok {
|
||||
fmt.printfln(
|
||||
"error: failed initializing symbols: {0}",
|
||||
dynlib.last_error(),
|
||||
offset: i64
|
||||
|
||||
// Read snapshot header
|
||||
snapshot_header: Snapshot_Header
|
||||
header_bytes := mem.ptr_to_bytes(&snapshot_header)
|
||||
os.read_at(snapshot, header_bytes, offset) or_return
|
||||
offset += size_of(Snapshot_Header)
|
||||
assert(
|
||||
snapshot_header.magic_string == MAGIC_STRING,
|
||||
"[hot-reload] unknown filetype",
|
||||
)
|
||||
assert(
|
||||
snapshot_header.version == HOT_RELOAD_VERSION,
|
||||
"[hot-reload] incompatible snapshot version",
|
||||
)
|
||||
|
||||
region_header: Region_Header
|
||||
for i in 0 ..< snapshot_header.region_count {
|
||||
|
||||
// Read region header
|
||||
header_bytes := mem.ptr_to_bytes(®ion_header)
|
||||
os.read_at(snapshot, header_bytes, offset) or_return
|
||||
offset += size_of(Region_Header)
|
||||
|
||||
// Read region name
|
||||
name_bytes := make([]byte, region_header.name_size, hr.allocator)
|
||||
defer delete(name_bytes, hr.allocator)
|
||||
os.read_at(snapshot, name_bytes, offset) or_return
|
||||
offset += cast(i64)region_header.name_size
|
||||
name := transmute(string)name_bytes[:]
|
||||
|
||||
// Read region data
|
||||
data_bytes := make([]byte, region_header.data_size, hr.allocator)
|
||||
defer delete(data_bytes, hr.allocator)
|
||||
os.read_at(snapshot, data_bytes, offset) or_return
|
||||
offset += cast(i64)region_header.data_size
|
||||
|
||||
// Compare currently registered region with the loaded region
|
||||
key := fmt.tprintf("%v:%d", name, region_header.data_size)
|
||||
new_region_header, ok := hr.region_headers[key]
|
||||
if !ok || region_header.data_size != new_region_header.data_size {
|
||||
hr.write_full_snapshot = true
|
||||
fmt.println("[hot-reload] bail loading region:", name)
|
||||
continue
|
||||
}
|
||||
|
||||
// Create digest and store in registered regions
|
||||
digest := hash.hash_bytes(
|
||||
hash.Algorithm.SHA256,
|
||||
data_bytes,
|
||||
hr.allocator,
|
||||
)
|
||||
region := &hr.regions[key]
|
||||
region.digest = digest
|
||||
|
||||
// Write snapshot memory to the memory region
|
||||
dest := mem.byte_slice(
|
||||
region.ptr_location,
|
||||
cast(int)region_header.data_size,
|
||||
)
|
||||
copy(dest, data_bytes)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Next write will be a full memory snapshot
|
||||
set_write_full_snapshot :: proc() {
|
||||
hr.write_full_snapshot = true
|
||||
}
|
||||
|
||||
// Write memory snapshot, save on writes by diff-ing
|
||||
write_snapshot :: proc() -> os.Error {
|
||||
assert(hr.region_headers != nil, "[hot-reload] uninitialized")
|
||||
assert(hr.regions != nil, "[hot-reload] uninitialized")
|
||||
|
||||
snapshot: ^os.File
|
||||
if hr.write_full_snapshot || !os.exists(hr.snapshot_path) {
|
||||
snapshot = os.create(hr.snapshot_path) or_return
|
||||
} else {
|
||||
// Odin's shared libraries don't register a constructor, so the lib's
|
||||
// runtime init (@init procs like os.stdout setup) never runs on load.
|
||||
// Call it explicitly.
|
||||
// Windows doesn't need this: its dynamic build exports DllMain, which
|
||||
// the OS calls on load and which runs _startup_runtime itself.
|
||||
when ODIN_OS != .Windows {
|
||||
Entry :: #type proc "c" () -> c.int
|
||||
entry_ptr, entry_ok := dynlib.symbol_address(
|
||||
api.lib,
|
||||
"_odin_entry_point",
|
||||
snapshot = os.open(hr.snapshot_path, {.Read, .Write}) or_return
|
||||
}
|
||||
defer os.close(snapshot)
|
||||
|
||||
offset: i64
|
||||
|
||||
// Write header
|
||||
if hr.write_full_snapshot {
|
||||
header_bytes := mem.ptr_to_bytes(&hr.snapshot_header)
|
||||
n := os.write_at(snapshot, header_bytes, offset) or_return
|
||||
}
|
||||
offset += size_of(Snapshot_Header)
|
||||
|
||||
for key, ®ion in hr.regions {
|
||||
header := hr.region_headers[key]
|
||||
|
||||
// Write region header
|
||||
if hr.write_full_snapshot {
|
||||
header_bytes := mem.ptr_to_bytes(&header)
|
||||
os.write_at(snapshot, header_bytes, offset) or_return
|
||||
}
|
||||
offset += size_of(Region_Header)
|
||||
|
||||
// Write region name
|
||||
if hr.write_full_snapshot {
|
||||
name := key[:header.name_size] // get name from first part of the hash
|
||||
name_bytes := transmute([]byte)name
|
||||
os.write_at(snapshot, name_bytes, offset) or_return
|
||||
}
|
||||
offset += cast(i64)header.name_size
|
||||
|
||||
// Write region data (if bytes differ)
|
||||
data_bytes := mem.byte_slice(region.ptr_location, header.data_size)
|
||||
digest := hash.hash_bytes(
|
||||
hash.Algorithm.SHA256,
|
||||
data_bytes,
|
||||
hr.allocator,
|
||||
)
|
||||
if entry_ok do (transmute(Entry)entry_ptr)()
|
||||
}
|
||||
}
|
||||
|
||||
return ok
|
||||
}
|
||||
|
||||
// Unload game lib, used during full restarts
|
||||
unload_game_lib :: proc(api: ^Game_API) {
|
||||
if api.lib != nil {
|
||||
if !dynlib.unload_library(api.lib) {
|
||||
fmt.eprintfln(
|
||||
"error: failed unloading lib: {0}",
|
||||
dynlib.last_error(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if os.remove(
|
||||
fmt.tprintf(GAME_LIB_DIR + "game_{0}" + LIB_EXT, api.api_version),
|
||||
) !=
|
||||
nil {
|
||||
fmt.printfln(
|
||||
"error: failed to remove {0}game_{1}{2} copy",
|
||||
GAME_LIB_DIR,
|
||||
api.api_version,
|
||||
LIB_EXT,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
reload_game_lib :: proc(hr: ^Hot_Reload) -> (lib: ^Game_API, err: Error) {
|
||||
api := active_lib(hr)
|
||||
force_reload := api.force_reload()
|
||||
force_restart := api.force_restart()
|
||||
reload := force_reload || force_restart
|
||||
|
||||
lib_mod, lib_mod_err := os.last_write_time_by_name(GAME_LIB_PATH)
|
||||
// TODO: Handle error
|
||||
if lib_mod_err == os.ERROR_NONE && api.modification_time != lib_mod {
|
||||
reload = true
|
||||
}
|
||||
|
||||
if !reload do return api, nil
|
||||
|
||||
new_api: Game_API
|
||||
new_api.api_version = api.api_version + 1
|
||||
new_api_ok := load_game_lib(&new_api)
|
||||
if !new_api_ok {
|
||||
fmt.println("error: failed to load Game API")
|
||||
return nil, .Load_Game_Lib_Failed
|
||||
}
|
||||
|
||||
force_restart = force_restart || api.memory_size() != new_api.memory_size()
|
||||
|
||||
if !force_restart {
|
||||
// This does the normal hot reload
|
||||
|
||||
// Note that we don't unload the old game APIs because that
|
||||
// would unload the lib. The lib can contain stored info
|
||||
// such as string literals. The old libs are only unloaded
|
||||
// on a full reset or on shutdown.
|
||||
memory := api.memory()
|
||||
new_api.memory_set(memory)
|
||||
if hr.write_full_snapshot || mem.compare(digest, region.digest) != 0 {
|
||||
delete(region.digest, hr.allocator)
|
||||
region.digest = digest
|
||||
os.write_at(snapshot, data_bytes, offset) or_return
|
||||
} else {
|
||||
// This does a full reset. That's basically like opening and
|
||||
// closing the game, without having to restart the executable.
|
||||
//
|
||||
// You end up in here if the game requests a full reset OR
|
||||
// if the size of the game memory has changed. That would
|
||||
// probably lead to a crash anyways.
|
||||
|
||||
api.memory_free()
|
||||
|
||||
for &g in hr.loaded_libs {
|
||||
unload_game_lib(&g)
|
||||
delete(digest, hr.allocator)
|
||||
}
|
||||
clear(&hr.loaded_libs)
|
||||
|
||||
new_api.init()
|
||||
offset += cast(i64)header.data_size
|
||||
}
|
||||
|
||||
append(&hr.loaded_libs, new_api)
|
||||
hr.write_full_snapshot = false
|
||||
|
||||
return active_lib(hr), nil
|
||||
return nil
|
||||
}
|
||||
|
||||
force_reload :: proc() {
|
||||
should_close = true
|
||||
}
|
||||
|
||||
force_restart :: proc() -> os.Error {
|
||||
should_close = true
|
||||
os.remove(hr.snapshot_path) or_return
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
package core
|
||||
|
||||
import "sindri:base"
|
||||
|
||||
// -----------------------------------------
|
||||
// Types
|
||||
|
||||
Game_API :: struct {
|
||||
settings: proc() -> base.Settings,
|
||||
init_once: proc(),
|
||||
init: proc(),
|
||||
update: proc(dt: f32),
|
||||
render: proc(),
|
||||
destroy: proc(),
|
||||
should_close: proc() -> bool,
|
||||
force_reload: proc() -> bool,
|
||||
force_restart: proc() -> bool,
|
||||
}
|
||||
+34
-15
@@ -3,6 +3,7 @@ package sindri
|
||||
import "core:fmt"
|
||||
import "core:time"
|
||||
|
||||
import "game:game"
|
||||
import "sindri:base"
|
||||
import "sindri:platform"
|
||||
|
||||
@@ -14,8 +15,13 @@ main :: proc() {
|
||||
fmt.println("hello world!", VERSION)
|
||||
|
||||
// Hot reload development functionality
|
||||
hr, err := base.hot_reload_init()
|
||||
defer base.hot_reload_destroy(&hr)
|
||||
base.hot_reload_init(VERSION)
|
||||
defer base.hot_reload_destroy()
|
||||
|
||||
// Load game API & settings
|
||||
api := game.api()
|
||||
defer api.destroy()
|
||||
settings := api.settings()
|
||||
|
||||
// Event system
|
||||
base.event_bus_init()
|
||||
@@ -23,8 +29,9 @@ main :: proc() {
|
||||
|
||||
base.event_subscribe(base.Key_Press_Event, test)
|
||||
|
||||
api := base.active_lib(&hr)
|
||||
settings := api.settings()
|
||||
// Listen for OS signals (SIGINT, SIGTERM)
|
||||
platform.signals_init()
|
||||
defer platform.signals_destroy()
|
||||
|
||||
// Initialize Window
|
||||
platform.os_init(settings)
|
||||
@@ -36,29 +43,41 @@ main :: proc() {
|
||||
defer platform.instance_destroy()
|
||||
|
||||
api.init_once()
|
||||
|
||||
base.read_snapshot()
|
||||
|
||||
api.init()
|
||||
|
||||
gt: f64 = 0
|
||||
dt: f32
|
||||
dt: f64
|
||||
gt: f64
|
||||
st: f64
|
||||
|
||||
for !api.should_close() &&
|
||||
!platform.os_should_close() &&
|
||||
!base.should_close {
|
||||
|
||||
for !platform.os_should_close() && !base.should_close(&hr) {
|
||||
start := time.tick_now()
|
||||
|
||||
platform.os_poll_events()
|
||||
base.drain_event_queue()
|
||||
api.update(dt)
|
||||
api.update(cast(f32)dt)
|
||||
base.write_snapshot()
|
||||
|
||||
platform.frame(dt)
|
||||
platform.frame()
|
||||
api.render()
|
||||
|
||||
dt = f32(time.duration_seconds(time.tick_since(start)))
|
||||
gt += f64(dt)
|
||||
dt = time.duration_seconds(time.tick_since(start))
|
||||
gt += dt
|
||||
st += dt
|
||||
|
||||
// Hot reload
|
||||
api, err = base.reload_game_lib(&hr)
|
||||
if err != nil do break
|
||||
if st > 5 {
|
||||
st -= 5
|
||||
base.set_write_full_snapshot()
|
||||
}
|
||||
|
||||
api.destroy()
|
||||
if api.force_reload() do base.force_reload()
|
||||
if api.force_restart() do base.force_restart()
|
||||
}
|
||||
}
|
||||
|
||||
test :: proc(e: ^base.Key_Press_Event, _: rawptr) -> bool {
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
package platform
|
||||
|
||||
import "base:intrinsics"
|
||||
import "core:fmt"
|
||||
import "core:strings"
|
||||
import "vendor:glfw"
|
||||
@@ -113,7 +114,8 @@ os_set_callback_proc :: proc(window: rawptr) {
|
||||
}
|
||||
|
||||
os_should_close :: proc() -> bool {
|
||||
return bool(glfw.WindowShouldClose(state.os.window))
|
||||
window_close := bool(glfw.WindowShouldClose(state.os.window))
|
||||
return window_close || intrinsics.atomic_load(&quit_signal_received)
|
||||
}
|
||||
|
||||
os_set_should_close :: proc(val: bool) {
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
package platform
|
||||
|
||||
import "base:intrinsics"
|
||||
import "core:c/libc"
|
||||
import "core:fmt"
|
||||
|
||||
// -----------------------------------------
|
||||
// Variables
|
||||
|
||||
// Read with atomic_load, safe across threads / interrupt contexts
|
||||
quit_signal_received: bool
|
||||
|
||||
// -----------------------------------------
|
||||
// Public functions
|
||||
|
||||
// Register signal handlers
|
||||
signals_init :: proc() {
|
||||
// SIGINT = Interrupt, typically Ctrl+C
|
||||
if libc.signal(libc.SIGINT, signal_handler) ==
|
||||
cast(proc "c" (_: i32))libc.SIG_ERR {
|
||||
fmt.eprintln("error: failed to register SIGINT handler")
|
||||
}
|
||||
|
||||
// SIGTERM = Normal termination
|
||||
if libc.signal(libc.SIGTERM, signal_handler) ==
|
||||
cast(proc "c" (_: i32))libc.SIG_ERR {
|
||||
fmt.eprintln("error: failed to register SIGTERM handler")
|
||||
}
|
||||
}
|
||||
|
||||
// Restore default signal handlers
|
||||
signals_destroy :: proc() {
|
||||
libc.signal(libc.SIGINT, cast(proc "c" (_: i32))libc.SIG_DFL)
|
||||
libc.signal(libc.SIGTERM, cast(proc "c" (_: i32))libc.SIG_DFL)
|
||||
}
|
||||
|
||||
@(private = "file")
|
||||
signal_handler :: proc "c" (sig: i32) {
|
||||
switch sig {
|
||||
case libc.SIGINT:
|
||||
fallthrough
|
||||
case libc.SIGTERM:
|
||||
intrinsics.atomic_store(&quit_signal_received, true)
|
||||
case:
|
||||
context = state.ctx
|
||||
panic("[signal] unhandled signal type")
|
||||
}
|
||||
}
|
||||
@@ -96,7 +96,7 @@ resize :: proc "c" () {
|
||||
wgpu.SurfaceConfigure(state.surface, &state.config)
|
||||
}
|
||||
|
||||
frame :: proc "c" (dt: f32) {
|
||||
frame :: proc "c" () {
|
||||
context = state.ctx
|
||||
|
||||
surface_texture := wgpu.SurfaceGetCurrentTexture(state.surface)
|
||||
|
||||
Reference in New Issue
Block a user