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@markogalevski markogalevski commented Oct 12, 2025

Aiming to fix issue #505

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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-1366

@Yarwin Yarwin added quality-of-life No new functionality, but improves ergonomics/internals c: core Core components c: engine Godot classes (nodes, resources, ...) and removed c: core Core components labels Oct 13, 2025
Comment on lines +313 to +319
/// @GlobalScope.hash() actually calls the VariantUtilityFunctions::hash(&Variant) function (cpp).
/// This function calls the passed reference's `hash` method, which returns a uint32_t.
/// Therefore, casting this function to u32 is always safe
pub fn hash_u32(&self) -> u32 {
unsafe { interface_fn!(variant_hash)(self.var_sys()) }
.try_into()
.expect("Godot hashes are uint32_t")
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@Yarwin Yarwin Oct 13, 2025

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This method is public thus included in docs and IDE tips. IMO user doesn't need to know about safety guarantees – especially if they are always held. I would just use the same docs as for everything else:

Suggested change
/// @GlobalScope.hash() actually calls the VariantUtilityFunctions::hash(&Variant) function (cpp).
/// This function calls the passed reference's `hash` method, which returns a uint32_t.
/// Therefore, casting this function to u32 is always safe
pub fn hash_u32(&self) -> u32 {
unsafe { interface_fn!(variant_hash)(self.var_sys()) }
.try_into()
.expect("Godot hashes are uint32_t")
/// Returns a 32-bit unsigned integer hash value representing the Variant.
///
/// _Godot equivalent : `@GlobalScope.hash()`_
pub fn hash_u32(&self) -> u32 {
// Note: Calls the passed reference's underlying `hash` method which returns an uint32_t.
// SAFETY: we pass in the valid pointer.
unsafe { interface_fn!(variant_hash)(self.var_sys()) }
.try_into()
.expect("Godot hashes are uint32_t")

idk if we should keep info about VariantUtilityFunctions::hash(&Variant), your call 😅

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Agree that this should be in comment rather than RustDoc.

Note that the int conversion isn't safety relevant, so shouldn't be part of // SAFETY:. Making a mistake here will result in a worse hash function, not UB.

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Okay, I'll move it into a non-safety dev comment.

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@Yarwin Yarwin Oct 13, 2025

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true true, I updated my suggestion

to elaborate – the only way to cause an UB here is by passing invalid GDExtensionConstVariantPtr.

static GDExtensionInt gdextension_variant_hash(GDExtensionConstVariantPtr p_self) {
	const Variant *self = (const Variant *)p_self;
	return self->hash();
}

Comment on lines +452 to +456
pub fn hash_u32(&self) -> u32 {
self.as_inner()
.hash()
.try_into()
.expect("Godot hashes are uin32_t")
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@Yarwin Yarwin Oct 13, 2025

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Note: I wondered if it would be worth it to put it into same macro (or even covering it directly in builtin), such as

macro_rules! impl_hash_32 {
    (
        $( #[$maybe_docs:meta] )*
        $Type:ty
    ) => {
        impl $Type {
            #[doc=concat!("Returns a 32-bit integer hash value representing the ", stringify!($Type), " and its contents.")]
            $( #[$maybe_docs] )*
            pub fn hash_u32(&self) -> u32 {
                self.as_inner()
                    .hash()
                    .try_into()
                    .expect("Godot hashes are uint32_t")
            }
        }
    }
}

and called as

impl_hash_32!(
    ///
    /// Note: Arrays with equal content will always produce identical hash values. However, the
    /// reverse is not true. Returning identical hash values does not imply the arrays are equal,
    /// because different arrays can have identical hash values due to hash collisions.
    Array<T>
);

(...)
impl_hash_32!(StringName);

Since having one source for multiple instances of same code would be nice – but IMO it is not worth it getting into consideration all the differences (impl<T:ArrayElement> Array<T> vs. concrete Type). Ctrl+c ctrl+v ftw

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I'll give that a crack too.

Comment on lines 294 to 295
// The GDExtension interface only deals in `i64`, but the engine's own `hash()` function
// actually returns `uint32_t`.
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I would cut out this comment and move it to builtin Hash macro.

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@Yarwin Yarwin left a comment

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LGTM, outside of this one SAFETY comment exposed in public docs

and just to confirm, in my view hash_u32 shortcut (avoiding conflict with Hash::hash) is fine too

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Renames of public functions are breaking changes, as such it would have to wait for v0.5. We can merge it sooner if you provide the old methods with a deprecation (no docs, just "renamed to xy" in deprecation notice).

Comment on lines +313 to +319
/// @GlobalScope.hash() actually calls the VariantUtilityFunctions::hash(&Variant) function (cpp).
/// This function calls the passed reference's `hash` method, which returns a uint32_t.
/// Therefore, casting this function to u32 is always safe
pub fn hash_u32(&self) -> u32 {
unsafe { interface_fn!(variant_hash)(self.var_sys()) }
.try_into()
.expect("Godot hashes are uint32_t")
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Agree that this should be in comment rather than RustDoc.

Note that the int conversion isn't safety relevant, so shouldn't be part of // SAFETY:. Making a mistake here will result in a worse hash function, not UB.

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4 participants