Artefact differentiation
This document describes what the individual artefacts are for and how they are used.
godot-library
Overview
The godot-library
contains the godot api as kotlin classes as well as registration code. It is automatically added as a dependency to the users code by the godot-gradle-plugin
. Hence, it is deployed to mavenCentral. It is also used as a dependency by godot-bootstrap
and thus present in the godot-bootstrap.jar
which gets shipped alongside the engine.
Usage
The godot-library
is mainly used by the end user implicitly. Implicitly because he does not add it by himself. The godot-gradle-plugin
does that. But it is also used by the godot-bootstrap.jar
for initial loading and usage in the editor. Important is, that during runtime, only the version that was added as a dependency to the users code through the godot-gradle-plugin
is used. The version inside godot-bootstrap
is only used for the editor.
godot-bootstrap
Overview
The godot-bootstrap
is a shadowJar (also known as fat jar) which contains the godot-library
and runtime code to reload usercode in the editor after rebuilds.
Usage
The godot-bootstrap
is shipped alongside the engine for editor use and is bundled together with the game executable during export. It is never used by the user directly nor added as a dependency anywhere.
main
Overview
The main.jar
is built when the user builds his code. It is a shadowJar containing only the users code as well as all the dependencies the user has defined recursively. This is needed so they and all dependencies and the dependencies of the dependencies are present at runtime.
Usage
This jar is bundled together with the game executable during export and executed through the godot-bootstrap
during runtime. It is nowhere else used.
usercode
Overview
The usercode
artifact is a shared library which is only used on GraalVM native image builds. It contains all code from the main.jar
and the godot-bootstrap.jar
.
Usage
It replaces the godot-bootstrap.jar
and the main.jar
when the game is exported. It is only used when configured either as a commandline arg or through the configuration file (see GraalVM documentation for more information). While it is used (either in game or editor) no usercode can be reloaded.