Proof of concept repl for godot's gdscript
Project description
GDScript REPL
This repo contains:
- A proof of concept gdscript REPL
- A dockerfile to build godot server for alpine
- A dockerfile to run godot from alpine
- A IRC gdscript REPL bot
Notice that if all you want is run gdscript files from the command line you don't need this project. Check out: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html
Table of Contents
Motivation
Gdscript is a python like language but it lacks a reply. Godot has a built in godot -s script.gd
to run scripts but it is overkill when you just want to test out the difference between a PoolStringArray
and a normal Array
of strings and play around like you can do with so many languages.
That inspired me to try to turn godot -s
into a repl, creating a websocket server that will take any string from any client in, evaluate it by creating new GDScript, attaching that script to a resource node and then calling a function of that node. That requires a lot of hacky string manipulations to keep stuff working and have a separated local and global scopes allowing you to create functions, enums and classes from the repl.
This is this still very work in progress and experimental but serves to prove the point that a repl for godot would be awesome.
Installation
Simply:
pip3 install gdrepl
gdrepl
If you want to use the irc bot you will need to clone this repos and follow the instructions for the bot bellow.
Usage
The gdscript server is implemented in a way that it will send the return output to the client but not stdout. So if you type 1+1
you will receive 2
but you can't receive print(2)
event though that will be still shown on the server's output.
Currently this doesn't perfectly support multiline and you have to manually fix the identation sometimes. You can also "fake" multiline input in a single line in both the irc bot and REPL by using a ;
. Those will be replaced to \n
at runtime, for example:
func inc(value):; var new = value + 1; return value
It supports godot 3 and 4. If you dont have godot on your path use the --godot
parameter to pass it or --command
to completely change the godot command, like if you dont want it headless, and in that case you have to manually specify -s path/sto/gdserver.gd
. Example:
gdrepl --godot /home/user/programs/godot/godot
If you are having problems try running the server and client separately. In one terminal run:
gdrepl server --verbose # You can also pass --godot or --command
In another one:
gdrepl client # maybe --port N
Notice that multiple clients can be connected to the same server.
For more information check gdrepl --help
, gdrepl server --help
etc.
Development
CLI
Requires python3
- Install godot headless. Ubuntu has
sudo apt install godot3-server
which is very suitable for this. In another distros without that the script will fallback togodot --no-window
to run it headlessly. - You can create a virtual environment or not:
pip3 install requirements.py
- Run
python -m gdrepl
With this you will see both stdout and return output in the same window.
Server
Start the server with:
gdrepl server
$ python -m gdrepl --help
Welcome to GDScript REPL. Hit Ctrl+C to exit. If you start having errors type 'clear'
Usage: python -m gdrepl [OPTIONS] COMMAND [ARGS]...
Options:
--help Show this message and exit.
Commands:
repl* Launch the godot server and start teh repl
client Connects to a running godot repl server
server Starts the gdscript repl websocket server
Alternatively you can directly run the godot script:
godot3-server --script gdserver.gd
# or
godot --no-window --script gdserver.gd
You can connect to this server using any websocket client. I recommend websocat:
websocat ws://127.0.0.1:9080
# Or if you have rlwrap installed (You should)
rlwrap websocat ws://127.0.0.1:9080
The problem with this is that stdout and stderr will be displayed on the server while only the return will be shown on the client.
To connect to the server you can run: gdrepl client
. You can then type help
to see what special server commands you can run like script_code
to check what currently generated script is.
Custom server commands are:
{
"reset": "clears the script buffer for the current session",
"script_local": "Sends back the generated local",
"script_global": "Sends back the generated global",
"script_code": "Sends back the generated full runtime script code",
"dellast_local": "Deletes last local scope or code block",
"delline_local": "Deletes certain line number from the local script",
"delline_global": "Deletes certain line number from the global script",
"delglobal": "Deletes the entire global scope",
"dellocal": "Deletes the entire local scope",
"quit": "stops this server",
}
Environtment variables
If DEBUG=1
is set then the server will keep writing the formed script to stdout.
If TEST=1
the websocket serevr wont run and simple test functions will be executed.
Why the weird approach
My main goal was to make a safe to host irc bot repl, spawning a docker image for each command. The OS
module contains dangerous functions that allow you to run shell commands. In that process I realized it would be easy to make a normal CLI repl as well.
Run the IRC bot
Requires python3 and a godot image. Use the irc_bot
folder.
- Install gdrepl:
pip3 install gdrepl
- Build a docker image for it (See section bellow).
- Copy
config.py.example
toconfig.py
- Edit it for your needs.
- You can create a virtual environment or not:
pip3 install bot/requirements.py
- Run
./bot.py
To keep it running and manage it i recommend pm2: https://pm2.keymetrics.io/
Docker
Build GODOT
To build godot for your platform run docker-compose build
inside the build/
directory. Then run ./copy.sh
and the resulting binary will be inside build/bin/
.
This was only tested on AARCH64. If you want to run the irc bot in a supported platform simply grab godot-server from https://godotengine.org/download/server
Build and image for the irc bot
If you build godot, put the binary inside the docker
folder and rename it to godot
. Then inside docker/
run docker-compose build
and you will have it. You can also use the same docker image you build it from, just update the bot config accordingly.
Why the dockerfile doesn't download godot binary automatically?
Because I hate when I try to use one of those docker images but they are x86_64 only. Godot is fairly easy to build. If you are on aarch64 like me (Raspberry Pi 4, oracle Ampere A1) this is how I build godot:
scons arch=arm64 platform=server target=release_debug use_llvm=no colored=yes pulseaudio=no CFLAGS="$CFLAGS -fPIC -Wl,-z,relro,-z,now" CXXFLAGS="$CXXFLAGS -fPIC -Wl,-z,relro,-z,now" LINKFLAGS="$LDFLAGS" -j4
strip bin/godot*
TODO
- Have the gdscript websocket server be a proper api or protoccol using json or something less hacky than we have now
- Gdscript methods and properties auto completion using godot lsp
- Auto unindent (like with else, elif)
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