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Nim 0.19/devel compatibility #42
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I wasn't on the latest devel. If I use latest devel I don't get the error above, but rather the compiler crashes with an internal error :(. This is also what the travis build says. Hm, pretty hard to reproduce because it involves so much auto-generated code...
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The internal error was caused by this Nim issue: nim-lang/Nim#10136 Fortunately it should be simple to work-around the issue, because the Now I'm again stuck with the issue in the first post :(. |
It looks like the problem is this Nim bug: nim-lang/Nim#7375 Looking for a work-around... |
Trying to run this with the latest devel which fixed the typedesc
Also got a nakefile.nim error but that was solvable by removing the isNil check. |
I don't know if that's the expected behaviour, but I think the problem is that the return value of toGodotName is set to string. This way the returned string literal is immedietly treated as a non const(aka static) string. It's probably solved by changing the return type to untyped. |
Changing the return type of toGodotName to
But yeah my metaprogramming experience is really limited so I'm not sure what I'm doing. |
For me this works fine with a ~2 days old devel. The travis builds were successful as well back then. Can we retrigger them to see if travis can reproduce the problem? Note that I had a workaround for the typedesc |
the `is issue has been solved in latest devel though: nim-lang/Nim@ab99bdf |
So I got around this error but now I'm getting linking errors(which is weird other Nim projects of mine compile fine), using Window 10 x64:
Edit: I'm a fool: #35 |
Any news on this one? We would like to include |
It's been a while that I worked on this, but from my point of view it was ready to merge... @endragor doesn't seem very active recently. Anyone else with merge rights on this repo? |
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I'd like to keep the library compatible with the earlier version of Nim (0.18.0), because it's being used in production. I pointed out where incompatibilities currently exist. Would you be able to update the PR based on the comments I provided?
Thanks for your work and apologies for the huge delay in responding.
godot/nim/godotmacros.nim
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@@ -197,7 +197,7 @@ proc parseType(definition, callSite: NimNode): ObjectDecl = | |||
parseError(option, "valid type specifier expected") | |||
result.isTool = isTool | |||
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|||
if result.parentName.isNil: result.parentName = "Object" | |||
if result.parentName == "": result.parentName = "Object" |
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Use .len == 0
check to keep this compatible with earlier versions of Nim.
godot/nim/godotmacros.nim
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@@ -447,7 +444,7 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} = | |||
let objTy = newNimNode(nnkObjectTy) | |||
typeDef.add(newNimNode(nnkRefTy).add(objTy)) | |||
objTy.add(newEmptyNode()) | |||
if obj.parentName.isNil: | |||
if obj.parentName == "": |
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Use .len == 0
check to keep this compatible with earlier versions of Nim.
godot/nim/godotmacros.nim
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@@ -506,23 +503,25 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} = | |||
result.add(meth.nimNode) | |||
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# Register Godot object | |||
let parentName = if obj.parentName.isNil: newStrLitNode("Object") | |||
let parentName = if obj.parentName == "": newStrLitNode("Object") |
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Use .len == 0
check.
godot/nim/godotmacros.nim
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else: newStrLitNode(obj.parentName) | ||
let classNameLit = newStrLitNode(obj.name) | ||
let classNameIdent = ident(obj.name) | ||
let isRef: bool = if obj.parentName.isNil: false | ||
let isRef: bool = if obj.parentName == "": false |
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Use .len == 0
check.
godot/nim/godotnim.nim
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@@ -204,7 +202,7 @@ macro baseNativeType(T: typedesc): cstring = | |||
if typeName == "NimGodotObject": | |||
break | |||
t = getType(t[1][1]) | |||
if baseT.isNil: | |||
if baseT == "": |
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Use .len == 0
check.
godot/nim/godotnim.nim
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macro toGodotName(T: typedesc): string = | ||
var godotName: string | ||
proc toGodotName(T: typedesc): string = |
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Mark this explicitly as {.compileTime.}
to make sure it's never executed in runtime.
godot/nim/godotnim.nim
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@@ -717,7 +709,7 @@ proc fromVariant*(s: var string, val: Variant): ConversionResult = | |||
if val.getType() == VariantType.String: | |||
s = val.asString() | |||
elif val.getType() == VariantType.Nil: | |||
s = nil | |||
s = "" |
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Should be set to nil
in versions prior to 0.19.0.
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How would one achieve this? Using a when
switch?
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Yes, such as when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
@@ -546,15 +545,15 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} = | |||
methodNameLit, minArgs, maxArgs, | |||
argTypes, methFuncIdent, hasReturnValue) = | |||
{.emit: """/*TYPESECTION*/ | |||
N_NOINLINE(void, setStackBottom)(void* thestackbottom); | |||
N_NOINLINE(void, nimGC_setStackBottom)(void* thestackbottom); |
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setStackBottom
should still be used for versions prior to 0.19.0 here and in godotnim.nim.
Also, please bump the minor version. |
@bluenote10 any update on this, should I make a PR on your branch with the requested changes? |
@zetashift That would be great, I wanted to work on it, but I simply couldn't find the time... |
So the |
Currently getting a big error and I have no idea how to solve this, this is using bluenote's branch opening the godot-nim-stub:
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With the latest Nim devel as of yesterday, I can get your changes to compile and run the example code (with some modifications). I need to change import godot
import scene_tree, resource_loader, packed_scene, panel, global_constants,
input_event_mouse_button
gdobj MainPanel of Panel:
method ready*() =
setProcessInput(true)
method input*(event: InputEvent) =
if event of InputEventMouseButton:
let ev = event as InputEventMouseButton
if ev.buttonIndex == BUTTON_LEFT:
getTree().setInputAsHandled()
let scene = load("res://scene.tscn") as PackedScene
# This line gives me a "stack smashing error" at runtime. You can also add
# a flag to the nakefile.nim's compilation line to disable bounds checking,
# but we should probably find out why this happens. Maybe it only happens for me?
# getTree().root.addChild(scene.instance())
let root = getTree().root
let panel = root.getChild(0)
root.addChildBelowNode(panel, scene.instance())
queueFree() I should note that I'm also using a Godot binary compiled from latest master on the godot repo. |
Using Godot 3.1, latest devel, compiles indeed fine(also added this on my PR to @bluenote10 branch). However the runtime error, even with your changes still happens:
Sorry for the lengthly log this is what the godot console gives me. |
Using Godot 3.1, latest devel, I had the same issue as @zetashift when attempting to switch scenes. I accidentally fixed it by adding: to the resource_loader.nim proc load(path: string; typeHint: string = ""; noCache: bool = false): Resource =
if isNil(singletonResourceLoader):
singletonResourceLoader = getSingleton[ResourceLoader]()
let self = singletonResourceLoader
if isNil(resourceLoaderLoadMethodBind):
resourceLoaderLoadMethodBind = getMethod(cstring"_ResourceLoader",
cstring"load")
var
argsStatic: array[2, pointer]
argsToPassToGodot = cast[ptr array[MAX_ARG_COUNT, pointer]](argsStatic.addr)
var argToPassToGodot0 = toGodotString(path)
argsToPassToGodot[][0] = unsafeAddr(argToPassToGodot0)
var argToPassToGodot1 = toGodotString(typeHint)
argsToPassToGodot[][1] = unsafeAddr(argToPassToGodot1)
argsToPassToGodot[][2] = unsafeAddr(noCache)
################ Fixed Issue ???
echo(repr self)
echo(repr argToPassToGodot1)
#################
var ptrCallRet: pointer
var ptrCallVal: ptr GodotObject
ptrCallRet = addr(ptrCallVal)
resourceLoaderLoadMethodBind.ptrCall(self.godotObject, argsToPassToGodot,
ptrCallRet)
deinit(argToPassToGodot0)
deinit(argToPassToGodot1)
result = asNimGodotObject[type(result)](ptrCallVal, false, true)
var resourceLoaderGetRecognizedExtensionsForTypeMethodBind {.threadvar.}: ptr GodotMethodBind
method ready*() =
setProcess(true)
btn = getNode("ActiveScene/btn").as(Button)
discard btn.connect("pressed", self, "on_btn_pressed", newArray())
All in all, @endragor, thank you greatly for these amazing bindings! : ) Edit: There seems to have been an off-by-one error in the bindings generator for the var
argsStatic: array[3, pointer] or, in var
argsStatic: array[5, pointer] fixes the scene loading bug @zetashift had, as well as that signal connecting issue I had. |
godot/godotapigen.nim
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@@ -450,13 +456,13 @@ proc doGenerateMethod(tree: PNode, methodBindRegistry: var HashSet[string], | |||
ident("array"), ident("MAX_ARG_COUNT"), | |||
if isVarargs: newNode(nkPtrTy).addChain(ident("GodotVariant")) | |||
else: ident("pointer")))) | |||
staticArgsLen = if varargsName.isNil: meth.args.len | |||
staticArgsLen = if varargsName.isSome: meth.args.len |
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Typo? Should it be if varargsName.isNone
?
it's working now too, not sure why the bindings generate this :(. |
Small changes to add 0.18.0 compatibility
@endragor do you have any idea on the off-by-one error? |
@zetashift Have you tried a clean rebuild? |
@adrianperreault yep works fine for me too now with a fresh install. |
Currently the only annoying thing is the Edit: https://github.com/pragmagic/godot-nim/blob/master/godot/nim/godotmacros.nim#L487 seems I should look here? |
Latest Nim support is added in v0.7.21. |
Attempt to fix #41
I addressed the most obvious issues regarding Nim 0.19.
Unfortunately, I still can't compile the nim-godot-stub, because there is now a very strange macro error:
This is referring to the code line:
As far as I can see from stdout debugging none of the arguments is an
int literal (0)
. Is this a Nim bug?