Running on zig 0.12.0-dev.415+5af5d87ad
A project to try out hotreloading in zig. Hotreloading means updating an application that is already running. We do this by using dynamic libraries which are recompiled, and the running application reloads the library.
There are two files; main.zig and game.zig. Both of these files have access
to the Game struct which is in the game.zig file.
To implement hot reloading, we compile an executable and a dynamic library.
main.zig is used to create an executable called reload.exe
and game.zig is used to create a dynamic library called hotreload.dll.
The dll only exposes the Game.update method, so the surface is very
minimal.
On startup, the executable loads up the directory. It then spawns a thread that
watches the zig-out/lib directory. The watcher thread sets a flag when it sees
any change in the output dir, and the main loop sees that flag, and reloads the
dll, and updates the pointer to the updateGame method.
To load the dll, we copy it from zig-out to another location to avoid access
clashes when we want to rebuild the library.
When we want to build statically, we can build with -Dbuild_mode=static_exe,
and the whole project will compile statically. The changes between the two
modes are minimal. The state for storing dll data in main.zig is no longer
required, and we call game.update() directly rather than through the dll.
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zig build run -Dbuild_mode=dynamic_execompiles everything and starts the application. You will see a rectangle bouncing around the screen. -
Make changes to the
game.zigfile - for example, change the color of the rectangle inGame.render, or draw more shapes. -
In a new terminal, run
zig build -Dbuild_mode=hotreload. Once the compilation is complete, the running app will automatically load in the new library, and the app will hotreload. -
GOTOstep 2. -
Profit?
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Is this the correct approach? I am new to this, and I don't know if there are any obvious issues that I am unaware of in this space.
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Is hot code swapping planned to release real soon? I think Andrew had streamed about it a while ago, but I don't know if there have been any updates on that front.
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What is the best way to handle recompiling and reloading? The current approach involves copying the dll file out of
zig-out/bin. If we use the dll directly fromzig-out, then the next time we try to build the library, the application is already accessing the file, and we get anAccessDeniederror. -
Adding more fields to the Game struct seems like it is not memory safe. It has worked a few times, but I think that might just be lucky.
I would like to know if there is a way to make that more reliable. The way that I think about it is if I can alloc a large chunk of memory and then use the head of that to store the game struct, so that any additional fields will all be in memory that is safe to touch.
Additionally, I think the zig spec does not preserve the ordering of elements in the struct, so
there may be changes needed there, possibly using extern struct or packed struct.