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22 changed files with 965 additions and 1 deletions
196
src/main_hot_reload/main_hot_reload.odin
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196
src/main_hot_reload/main_hot_reload.odin
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// Development game exe. Loads game.dll and reloads it whenever it changes.
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package main
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import "core:c/libc"
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import "core:dynlib"
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import "core:fmt"
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import "core:log"
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import "core:mem"
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import "core:os"
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when ODIN_OS == .Windows {
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DLL_EXT :: ".dll"
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} else when ODIN_OS == .Darwin {
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DLL_EXT :: ".dylib"
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} else {
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DLL_EXT :: ".so"
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}
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copy_dll :: proc(to: string) -> bool {
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exit: i32
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when ODIN_OS == .Windows {
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exit = libc.system(fmt.ctprintf("copy game.dll {0}", to))
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} else {
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exit = libc.system(fmt.ctprintf("cp game" + DLL_EXT + " {0}", to))
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}
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if exit != 0 {
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fmt.printfln("Failed to copy game" + DLL_EXT + " to {0}", to)
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return false
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}
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return true
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}
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GameAPI :: struct {
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lib: dynlib.Library,
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init_window: proc(),
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init: proc(),
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update: proc() -> bool,
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shutdown: proc(),
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shutdown_window: proc(),
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memory: proc() -> rawptr,
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memory_size: proc() -> int,
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hot_reloaded: proc(mem: rawptr),
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force_reload: proc() -> bool,
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force_restart: proc() -> bool,
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modification_time: os.File_Time,
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api_version: int,
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}
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load_game_api :: proc(api_version: int) -> (api: GameAPI, ok: bool) {
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mod_time, mod_time_error := os.last_write_time_by_name("game" + DLL_EXT)
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if mod_time_error != os.ERROR_NONE {
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fmt.printfln(
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"Failed getting last write time of game" + DLL_EXT + ", error code: {1}",
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mod_time_error,
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)
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return
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}
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// NOTE: this needs to be a relative path for Linux to work.
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game_dll_name := fmt.tprintf(
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"{0}game_{1}" + DLL_EXT,
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"./" when ODIN_OS != .Windows else "",
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api_version,
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)
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copy_dll(game_dll_name) or_return
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_, ok = dynlib.initialize_symbols(&api, game_dll_name, "game_", "lib")
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if !ok {
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fmt.printfln("Failed initializing symbols: {0}", dynlib.last_error())
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}
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api.api_version = api_version
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api.modification_time = mod_time
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ok = true
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return
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}
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unload_game_api :: proc(api: ^GameAPI) {
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if api.lib != nil {
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if !dynlib.unload_library(api.lib) {
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fmt.printfln("Failed unloading lib: {0}", dynlib.last_error())
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}
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}
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if os.remove(fmt.tprintf("game_{0}" + DLL_EXT, api.api_version)) != 0 {
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fmt.printfln("Failed to remove game_{0}" + DLL_EXT + " copy", api.api_version)
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}
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}
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main :: proc() {
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context.logger = log.create_console_logger()
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default_allocator := context.allocator
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tracking_allocator: mem.Tracking_Allocator
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mem.tracking_allocator_init(&tracking_allocator, default_allocator)
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context.allocator = mem.tracking_allocator(&tracking_allocator)
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reset_tracking_allocator :: proc(a: ^mem.Tracking_Allocator) -> bool {
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err := false
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for _, value in a.allocation_map {
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fmt.printf("%v: Leaked %v bytes\n", value.location, value.size)
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err = true
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}
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mem.tracking_allocator_clear(a)
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return err
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}
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game_api_version := 0
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game_api, game_api_ok := load_game_api(game_api_version)
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if !game_api_ok {
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fmt.println("Failed to load Game API")
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return
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}
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game_api_version += 1
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game_api.init_window()
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game_api.init()
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old_game_apis := make([dynamic]GameAPI, default_allocator)
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window_open := true
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for window_open {
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window_open = game_api.update()
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force_reload := game_api.force_reload()
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force_restart := game_api.force_restart()
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reload := force_reload || force_restart
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game_dll_mod, game_dll_mod_err := os.last_write_time_by_name("game" + DLL_EXT)
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if game_dll_mod_err == os.ERROR_NONE && game_api.modification_time != game_dll_mod {
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reload = true
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}
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if reload {
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new_game_api, new_game_api_ok := load_game_api(game_api_version)
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if new_game_api_ok {
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if game_api.memory_size() != new_game_api.memory_size() || force_restart {
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game_api.shutdown()
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reset_tracking_allocator(&tracking_allocator)
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for &g in old_game_apis {
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unload_game_api(&g)
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}
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clear(&old_game_apis)
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unload_game_api(&game_api)
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game_api = new_game_api
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game_api.init()
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} else {
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append(&old_game_apis, game_api)
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game_memory := game_api.memory()
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game_api = new_game_api
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game_api.hot_reloaded(game_memory)
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}
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game_api_version += 1
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}
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}
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for b in tracking_allocator.bad_free_array {
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log.error("Bad free at: %v", b.location)
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}
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clear(&tracking_allocator.bad_free_array)
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free_all(context.temp_allocator)
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}
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free_all(context.temp_allocator)
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game_api.shutdown()
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reset_tracking_allocator(&tracking_allocator)
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for &g in old_game_apis {
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unload_game_api(&g)
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}
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delete(old_game_apis)
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game_api.shutdown_window()
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unload_game_api(&game_api)
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mem.tracking_allocator_destroy(&tracking_allocator)
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}
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// make game use good GPU on laptops etc
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@(export)
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NvOptimusEnablement: u32 = 1
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@(export)
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AmdPowerXpressRequestHighPerformance: i32 = 1
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