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Checked cpp and commented detailing why all godot hashes are hash_u32. Renamed and added tests #1366
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Checked cpp and commented detailing why all godot hashes are hash_u32. Renamed and added tests #1366
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…sh_u32. Renamed and added tests
API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-1366 |
/// @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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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:
/// @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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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();
}
pub fn hash_u32(&self) -> u32 { | ||
self.as_inner() | ||
.hash() | ||
.try_into() | ||
.expect("Godot hashes are uin32_t") |
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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.
// 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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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).
/// @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.
Aiming to fix issue #505