November 2024 dev update

Things have been slightly calmer in the last few months, yet a lot has happened behind the scenes!

This post announces the next big iteration of godot-rust, version 0.2. We are excited to share what this release brings to the table.

Ergonomic + fast argument passing

In version 0.1, all Godot engine APIs took their arguments by value, with a concrete parameter type. This approach has notable drawbacks:

  1. It often requires conversions because your argument type doesn't match the declared parameter exactly.

    • Passing strings as "string".into() has become its own idiom.
    • If a method accepts Gd<Node> but you have a Gd<Node2D>, you'll need to call node.upcast().
  2. If you want to keep using your (non-Copy) argument after the call, you must use .clone() all the time.

    • It makes code repetitive and attracts unneeded attention. In Rust, clone() is not that common for passing arguments.
    • Creating such a clone army has a performance cost for reference-counted types (Gd<RefCounted>, GString, Array, ...). If Godot takes ownership of a value (e.g. storing a string), it already clones internally, so you pay twice.

Powerful conversions

In version 0.2, we introduce a streamlined API for argument passing. Affecting the core type machinery, this took a ludicrous amount of time to implement, but is (hopefully...) worth the results:

  1. Pass by reference.

    All container types such as Gd, Array, Dictionary, GString, Callable, Variant, PackedInt32Array are now passed by reference. This means you get rid of an unnecessary clone, you can keep using the value after the call, and your call-site code is often reduced to a single & borrow.

    Types which implement Copy, such as i32, bool, Vector3, Color etc. are still passed by value.

  2. Automatic upcasting.

    If a parameter expects an object parameter of class T, you can now not only pass T objects, but instances of all classes that inherit from T. You no longer need a manual .upcast() call, the library takes care of this, completely type-safe.
    Rust is clearly a very OOP language.

  3. Implicit string conversions.

    Rust is following the "make things explicit" idea in a hardcore way, and in many cases this prevents errors and makes code easier to read. But there are situations where this results in verbosity before anything else, becoming a burden on your code -- especially in game development where fast prototyping matters.

    "some_string".into() is a good example of this. After certain time, you'll know that Godot has its own string types different from Rust &str, so the fact that a conversion is happening is no longer providing you valuable information -- at least not to the point where you want to be reminded of it in every 2nd line of code.

    This is why you can now pass &str strings as "some_string" literals directly. If you have String instances, just borrow them with &my_string.

Talk is cheap, show me the code

These are real code samples from the library's integration tests and the dodge-the-creeps demo. Get your own impression of the before/after:

// BEFORE: strings always converted with .into().
message_label.set_text("Dodge the\nCreeps!".into());
let val: Array<GString> = array!["Godot".into(), "Rust".into(), "Rocks".into()];

// AFTER: strings can be passed directly, even in array literals.
message_label.set_text("Dodge the\nCreeps!");
let val: Array<GString> = array!["Godot", "Rust", "Rocks"];
// BEFORE: test code needs to clone arg on each call.
let changes = StringName::from("property_changes");
assert!(!revert.property_can_revert(changes.clone()));
assert!(revert.property_can_revert(changes.clone()));
assert_eq!(revert.property_get_revert(changes.clone()), Variant::nil());

// AFTER: just borrow it.
let changes = StringName::from("property_changes");
assert!(!revert.property_can_revert(&changes));
assert!(revert.property_can_revert(&changes));
assert_eq!(revert.property_get_revert(&changes), Variant::nil());
// BEFORE: not only cloning, but upcasting.
self.base_mut().add_child(mob_scene.clone().upcast());

// AFTER: auto-upcast, no clone.
self.base_mut().add_child(&mob_scene);

These changes have been implemented in a marathon of PRs (where an addition typically required 3 follow-up PRs to fix the fallout):

Path-based node initialization

In #807, Houtamelo added a great feature: initialization for nodes based on a path. This was achieved by wiring up OnReady<T> with custom init logic, exposed through a new #[init(node)] attribute.

The following code directly initializes fields with the nodes found at the given path:

#[derive(GodotClass)]
#[class(init, base=Node3D)]
struct Main {
    base: Base<Node3D>,

    #[init(node = "Camera3D")]
    camera: OnReady<Gd<Camera3D>>,

    #[init(node = "Hud/CoinLabel")]
    coin_label: OnReady<Gd<Label>>,
}

In case you don't know OnReady, it provides a late-init mechanism with ergonomic access, i.e. no constant .unwrap() or defensive if-initialized checks. You can access OnReady<Gd<Node>> as if it were a Gd<Node>:

self.coin_label.set_text(&format!("{} coins", self.coins));

Generating Godot docs from RustDoc

#748 is a pull request from bend-n, which adds another great feature: the ability to register documentation alongside Rust classes and methods. If you enable the register-docs crate feature, you can use regular RustDoc comments, which will be picked up by the editor.

Let's say you have the following Rust code. It registers a class with a property and a function, all of which are documented:

/// A brief description on the first line.
///
/// Link to a **Godot** type [AABB].
/// And [external link](https://godot-rust.github.io).
///
/// ```gdscript
/// # Syntax highlighted.
/// extends Node
///
/// @onready var x: Array[int]
///
/// func _ready():
///    pass
/// ```
#[derive(GodotClass)]
#[class(init, base=Node)]
struct DocExample {
    /// Property is _documented_.
    #[export]
    integer: i32,
}

#[godot_api]
impl DocExample {
    /// Custom constructor takes `integer`.
    #[func]
    fn create(integer: i32) -> Gd<Self> {
        Gd::from_object(DocExample { integer })
    }
}

This will render as follows in the editor:

godot-rust docs in Godot

This even works with editor hot-reloads (although you need to reopen the doc tab). Not all Markdown elements are supported yet, but this will improve over time. Contributions are of course welcome!

#[rpc] attribute

Houtamelo also helped build #902, a PR which adds an #[rpc] attribute to user-defined functions. This brings the GDScript @rpc feature to Rust, allowing you to configure remote procedure calls in your Rust scripts.

Example usage:

#[rpc(any_peer, reliable, call_remote, channel = 3)]
fn my_rpc(&self, i: i32, s: String) -> Variant {
   ...
}

You can also define a global RPC configuration and reuse it for multiple functions:

const CONFIG: RpcConfig = RpcConfig {
    rpc_mode: RpcMode::AUTHORITY,
    transfer_mode: TransferMode::RELIABLE,
    call_local: false,
    channel: 1,
};

QoL features

Lots of little things have been added to make your life easier. Here are some highlights related to enums:

// Bitmask support for known enum combinations.
let shifted_key = Key::A | KeyModifierMask::SHIFT;

// String conversions.
let b: BlendMode = BlendMode::MIX;
let s: &str = b.as_str(); // "MIX"

// Complex ordinals.
#[derive(GodotConvert)]
#[godot(via = i64)]
enum SomeEnum {
   A = (1 + 2), // Use non-literal expressions.
   B,
   C = (AnotherEnum::B as isize), // Refer to other constants.
}

Panics have become much more helpful, thanks to 0x53A adding source locations to error messages (#926).

Library usage is now more robust due to various validations:

  • #[class(tool)] is required for classes that need an editor context (#852).
  • Array<i8> etc. now verify that elements are in range (#853).
  • Disallow Export if class doesn't inherit Node or Resource (#839).
  • Disallow Export for Nodes if the base class isn't also Node (#841).

Performance

Interactions with Godot have been boosted quite a bit, in particular:

  • Pass-by-ref alleviating ref-counting operations which use thread synchronization.
  • Cached internal object pointers (#831), no longer fetching it through Godot's object database.
  • Complete rewrite of ClassName, using global backing memory with interned class strings (#834).
  • Removed panic hooks in Release mode (#889).

Many thanks to Ughuu for driving multiple improvements and providing detailed benchmarks.

Conclusion

This release is a big step forward when it comes to UX and interacting with Godot APIs. At the same time, v0.2 also lays the groundwork for many future additions.

A ton of features, bugfixes and tooling enhancements haven't been covered in this post. This time, our changelog was so big that subsections were necessary to keep an overview. Check it out!

If you have existing 0.1 code and feel overwhelmed, there is a migration guide to help you out.