Skip to content
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
54 changes: 48 additions & 6 deletions engine_details/development/handling_compatibility_breakages.rst
Original file line number Diff line number Diff line change
Expand Up @@ -114,8 +114,53 @@ Next, this should be included in the ``.cpp`` file we're adding compatibility me
#include "core/variant/typed_array.h"
And finally, the changes reported by the API validation step should be added to a validation file. Because this was
done during the development of 4.3, the validation file would be in the ``misc/extension_api_validation/4.2-stable/`` folder:
Finally, the GDExtension API changes need to be recorded. To do this, first compile Godot on the ``master`` branch, and
then run it with the ``--dump-extension-api`` flag:

.. code-block:: shell
git switch master
scons
godot --dump-extension-api
This will create a file named ``extension_api.json`` in your current directory. Switch to your feature branch, recompile Godot,
and then run it with the ``--validate-extension-api`` flag followed by the path to the ``extension_api.json`` file you just generated:

.. code-block:: shell
git switch my-feature-branch
scons
godot --validate-extension-api /path/to/extension_api.json
This will generate some lines starting with ``Validate extension JSON`` like so:

.. code-block:: text
Validate extension JSON: Error: Field 'classes/AStar2D/methods/get_id_path/arguments': size changed value in new API, from 2 to 3.
Validate extension JSON: Error: Field 'classes/AStar2D/methods/get_point_path/arguments': size changed value in new API, from 2 to 3.
Validate extension JSON: Error: Field 'classes/AStar3D/methods/get_id_path/arguments': size changed value in new API, from 2 to 3.
Validate extension JSON: Error: Field 'classes/AStar3D/methods/get_point_path/arguments': size changed value in new API, from 2 to 3.
Validate extension JSON: Error: Field 'classes/AStarGrid2D/methods/get_id_path/arguments': size changed value in new API, from 2 to 3.
Validate extension JSON: Error: Field 'classes/AStarGrid2D/methods/get_point_path/arguments': size changed value in new API, from 2 to 3.
.. attention::

If you get a ``Hash changed`` error for a method, it means that the compatibility binding is missing or incorrect.
Such lines shouldn't be added to the validation file, but fixed by binding the proper compatibility method.
Make sure to double-check the following:

- For the compatibility method (the one whose name ends with the PR number), the argument types, names, and default
values must be identical to the version of the method from before your changes.
- In ``_bind_compatibility_methods()``, argument names provided to the ``D_METHOD()`` macro in ``ClassDB::bind_compatibility_method()``
must be identical to those from the ``ClassDB::bind_method()`` call for the original method.

Add these lines, followed by a comment explaining what the API change was and the actions taken to prevent breakage,
to a validation file named after the GitHub pull request ID and placed in the folder of the Godot version it would have broken compatibility for.

Since this example was for PR #88047, its file name would be ``GH-88047.txt``, and because this was done during
the development of 4.3 (thus changing from 4.2), the file would be in the ``misc/extension_api_validation/4.2-stable/`` folder.

See below for a complete example of such a file for this PR:

.. code-block:: text
:caption: misc/extension_api_validation/4.2-stable/GH-88047.txt
Expand All @@ -132,10 +177,7 @@ done during the development of 4.3, the validation file would be in the ``misc/e
Added optional "allow_partial_path" argument to get_id_path and get_point_path methods in AStar classes.
Compatibility methods registered.
If you get a "Hash changed" error for a method, it means that the compatibility binding is missing or incorrect.
Such lines shouldn't be added to the validation file, but fixed by binding the proper compatibility method.

And that's it! You might run into a bit more complicated cases, like rearranging arguments,
changing return types, etc., but this covers the basic on how to use this system.
changing return types, etc., but this covers the basics on how to use this system.

For more information, see `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_.