Artifact differentiation
This document describes what the individual artifacts are for and how they are used.
godot-library
Overview
The godot-library
contains the Godot APIs 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 primarily used implicitly by the end user. This because the user does not add it manually,
instead, the godot-gradle-plugin
performs this task. Meanwhile, the godot-bootstrap.jar
also utilizes it for initial
loading and editor usage. It's crucial to note that during runtime, only the version added to the user's code via
the godot-gradle-plugin
is used. The version within the godot-bootstrap
is exclusively for the editor.
godot-bootstrap
Overview
The godot-bootstrap
is a "shadow JAR" (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 shadow JAR 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 command line argument 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.