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be516d39a3
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be516d39a3 | ||
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e7cc935035 | ||
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416b42c27e |
@@ -0,0 +1,52 @@
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$ErrorActionPreference = "Stop"
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$PROJECT = "sindri"
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$COMMIT = git rev-parse --short HEAD
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$VERSION = "dev-$(Get-Date -Format 'yyyy-MM-dd')-$COMMIT"
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$OPTION = $args[0]
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if ($args) { $args = $args[1..($args.Length - 1)] } else { $args = @() }
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# ------------------------------------------
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# Game compile
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New-Item -ItemType Directory -Force -Path build | Out-Null
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# Game.dll
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odin build game/ -show-timings `
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-collection:sindri=src `
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-build-mode:dynamic `
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-out:build/game_tmp -microarch:native "-define:VERSION=$VERSION-debug" -debug @args
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# Need to use a temp file on Windows because it first writes an empty file,
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# which the engine will load before it is actually fully written.
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if (-not (Test-Path "build/game_tmp.dll")) {
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Write-Error "error: build produced no game lib.dll"
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exit 1
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}
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Move-Item -Force "build/game_tmp.dll" "build/game.dll"
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# ------------------------------------------
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# Engine compile
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# If the executable is already running, then don't try to build and start it.
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$proc = Get-Process -Name $PROJECT -ErrorAction SilentlyContinue
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if ($proc) {
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Write-Output "Hot reloading..."
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exit 0
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}
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if ($OPTION -eq "debug") {
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odin build src/ -show-timings `
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-collection:sindri=src `
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-collection:gram=vendor/gram/src `
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-collection:wgpu=vendor `
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-out:build/$PROJECT -microarch:native -use-separate-modules "-define:VERSION=$VERSION-debug" -debug @args
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exit 0
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}
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odin build src/ -show-timings `
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-collection:sindri=src `
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-collection:gram=vendor/gram/src `
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-collection:wgpu=vendor `
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-out:build/$PROJECT -microarch:native -o:speed "-define:VERSION=$VERSION" @args
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@@ -0,0 +1,22 @@
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# Odin
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This document contains specifics about the workings of the Odin programming
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language, dynamic linking and state management design patterns. These are
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tested and validated findings, for continued reference by me.
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## Dynamic Library Memory
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When a program loads in a dynamic library, what happens with package globals?
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Findings (macOS):
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- The package globals are shared between the host and the lib
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- After hot reloading the lib, the memory of the packge is not refreshed,
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it keeps pointing to the package global of the host
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The clanker states this is due to "flat-namespace symbol interposition".
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Linux "ELF has symbol preemption: when resolving references, ld.so searches
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globals scope in order — executable first, then loaded shared objects".
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Windows PE has no interposition at all, every module (exe and each DLL) has its
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own symbol table.
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+14
-6
@@ -5,11 +5,12 @@ import "core:time"
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import "core:fmt"
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import "sindri:core"
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import "sindri:test"
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// -----------------------------------------
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Game_Memory :: struct {
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should_close: bool
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should_close: bool,
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}
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g: ^Game_Memory
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@@ -54,6 +55,8 @@ settings :: proc() -> core.Settings {
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@(export)
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init_once :: proc() {
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fmt.println("init once")
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test.test_proc = proc() {}
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}
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@(export)
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@@ -61,6 +64,9 @@ 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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test.test_proc = proc() { asd := 2 }
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}
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@(export)
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@@ -70,6 +76,10 @@ update :: proc(dt: f32) {
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if input.key_state(.Key_Escape) == .Press {
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g.should_close = true
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}
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fmt.println("GAME:", test.test)
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fmt.printf("pointer: %p | %p\n", &test.test, &test.test_proc)
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test.test += 1
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}
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@(export)
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@@ -83,19 +93,17 @@ start := time.tick_now()
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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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if seconds > 4 do return true
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// if seconds > 4 do return true
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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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// TODO: read keypress
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return false
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return input.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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// TODO: read keypress
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return false
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return input.key_state(.Key_F6) == .Press
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}
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@@ -5,9 +5,11 @@ import "core:fmt"
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import "sindri:input"
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// -----------------------------------------
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// Types
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// event category, bitfield (?)
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// Event_Data :: union {
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Event :: union {
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Window_Close_Event,
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Window_Resize_Event,
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@@ -22,6 +24,11 @@ Event :: union {
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Mouse_Scroll_Event,
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}
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// Event :: struct {
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// data: Event_Data,
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// handled: bool,
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// }
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Window_Close_Event :: struct {
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handled: bool,
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}
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@@ -85,6 +92,13 @@ Mouse_Scroll_Event :: struct {
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}
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// -----------------------------------------
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// Variables
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// I want to have a list of Listeners per Event type, but this is state
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// listeners: map[typeid][dynamic]Listener
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// -----------------------------------------
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// Public functions
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// Dispatcher(Event) -> forwards to the right function
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on_event :: proc(event: Event) {
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@@ -116,3 +130,9 @@ on_event :: proc(event: Event) {
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fmt.println("Joy dis:", e.id)
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}
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}
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/*
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Notes:
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Have the events queued up into a frame buffer that gets drained at a specific time.
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*/
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@@ -2,6 +2,7 @@ package sindri
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import "core:fmt"
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import "core:time"
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import "sindri:test"
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import "sindri:hot_reload"
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import "sindri:platform"
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@@ -41,6 +42,9 @@ main :: proc() {
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platform.os_poll_events()
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api.update(dt)
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fmt.println("MAIN:", test.test)
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fmt.printf("pointer: %p | %p\n", &test.test, &test.test_proc)
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platform.frame(dt)
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dt = f32(time.duration_seconds(time.tick_since(start)))
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@@ -0,0 +1,5 @@
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package test
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test: int = 0
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test_proc: proc()
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Reference in New Issue
Block a user