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phase out the ModLoaderStore completely by using static variables #452

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Qubus0 opened this issue Nov 18, 2024 · 3 comments
Open

phase out the ModLoaderStore completely by using static variables #452

Qubus0 opened this issue Nov 18, 2024 · 3 comments
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4.x enhancement New feature or request
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@Qubus0
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Qubus0 commented Nov 18, 2024

would be a lot cleaner, more stable since we have one less autoload to worry about and set up and be more specific about where these variables are stored.

@Qubus0 Qubus0 added enhancement New feature or request investigate 4.x labels Nov 18, 2024
@KANAjetzt KANAjetzt added this to the 4.x - 7.x milestone Nov 29, 2024
This was referenced Dec 25, 2024
@KANAjetzt
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Just to add it here, one downside of this would be losing easy access to all data via the Remote Tab in the Scene Tree view. I don't think there is a way to get a debug view without setting a breakpoint?

Not a deal breaker, just an inconvenience.

@KANAjetzt
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KANAjetzt commented Dec 26, 2024

Qubus0 3 days ago

Also static vars make it harder to debug because you can't simply view them in the Remote view.

i haven't made much use of that but good point. but since we can actually inspect them like this, if it ever gets too annoying, we can just keep the store around purely for inspecting these values. probably renamed to something else like StaticInspector and not mandatory as autoload. or as a child of the mod loader when in the editor, something like that

var logged_messages: Dictionary:
	get:
		return ModLoaderLog.logged_messages

#500 (comment)

@Qubus0 Qubus0 changed the title can we phase out the ModLoaderStore completely by using static variables phase out the ModLoaderStore completely by using static variables Dec 26, 2024
@Qubus0
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Qubus0 commented Dec 29, 2024

static variables were added in 4.1, so we might be locking ourselves out from 4.0 games. so far there hasn't been a major game on our radar that used just 4.0 though

ref godotengine/godot#76264

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