-
-
Notifications
You must be signed in to change notification settings - Fork 197
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
OutArray
, a possibly typed array.
#806
base: master
Are you sure you want to change the base?
Conversation
40405ad
to
4c57a36
Compare
API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-806 |
with typed dictionaries in 4.4, should we do something similar to this for typed dictionaries? |
Yes, definitely. Would be good to do it for arrays first, to see if the concept works out 🙂 I'd like to try out your idea of There are still some open questions on the engine API side. I'm not sure if it's safe to assume that a return type # GDScript instead of C++ to show principle
func some_godot_api(condition) -> Array:
if condition:
var ints: Array[int] = [1, 2, 3]
return ints
else:
var floats: Array[float] = [1, 2, 3]
return floats But I'm not sure if it happens in practice. But if we want to be conservative, we need to treat In general, I'm not sure how much friction |
Quite a fundamental change to the way how we handle arrays, which should also fix #727. Still an early draft version and up for discussion.
This PR adds a third array type to the 2 existing ones:
Array<T>
, typed arraysVariantArray
==Array<Variant>
, untyped arraysOutArray
, a possibly typed arrayOut variance
"Out" here means out variance. In short, this means that such a type supports all operations where data flows out of the array, because those are covariant:
However, it does not allow any data flow in to the array:
As you see in the 2nd example, this would otherwise ruin type safety. This is btw a problem that GDScript is fighting with.
It is important to understand that "out" does not mean "read". It's perfectly fine to perform write operations, as long as they don't involve data flow in to the array.
Engine APIs
One area where more research is needed are the Godot class/method APIs. So far, we have used either
VariantArray
orArray<T>
in the signatures, and I think it has worked quite well. One commit changesVariantArray
toOutArray
, but I'm not yet sure if we should really do this.Some thoughts:
OutArray
is more flexible when you have to provide it, because you can now passArray<T>
(typed arrays) and convert them. Today, one has to use an untyped array.OutArray
is more limiting when receiving it, as one first needs to (fallibly) convert toVariantArray
.OutArray
when returning, andVariantArray
when receiving.Array
, could it technically point to a (runtime-)typed array or are we guaranteed that it's untyped?Drawbacks
While it does solve some type-safety problems, an extra
OutArray
also brings quite a bit of mental overhead. It can also require conversions in more places. We should consider that GDScript doesn't have this, and few people are complaining about the covariance problem.This feature could pull in more APIs just to be useful. Something like
impl AsArrayArg
orimpl Into<OutArray>
, similar toAsObjectArg
, may be necessary. Then there'sarray!
/varray!
macros, etc.As soon as Dictionaries become typed (which will happen), we'll have the same situation there, with both key/value variance. An
OutDictionary
would be the pendant.A lighter way to address this would be to allow converting from
Array<T>
toVariantArray
. If we do this, we can still panic on "in data flow" operations forVariantArray
. This would have less strict guarantees, but might be more ergonomic for gamedev code.