The Developer’s Cry

Yet another blog by a hobbyist programmer

Live Coding & Hotloading

This marks this blog’s 100th post. Well, it’s number 98 really, but two posts have been held back forever as draft. Anyway, I have been saving something special—a magic trick to impress your friends with. I saw this trick being performed live by an oldskool game programmer on Twitch, and it’s called “live coding”. It enables you to type in some C code, and immediately see the results onscreen, even while the game is running. How can that be? It’s a kind of magic.

Computers aren’t any good at performing magic tricks, so something must be happening behind the scenes. As you may know, games run in a loop. What you see onscreen, is the result of frames being rendered by the render loop. With live coding, we dynamically load newly compiled code, and execute it. So, we are effectively changing the game code as it is running. The result is as if we are using C as an internal scripting language.
This is made possible by dynamic linking; rather than statically linking executable code, a shared object is loaded and linked at run-time. The coolio term for dynamic linking is “hotloading”.

Hotloading requires the game to be written with a certain structure; the game loop is in the main program, while the actual gameplay functions are dynamic, they are compiled into a shared object. It is a loadable module, like a plugin. The main program will check whether a newer shared object file is present in the directory, and if so, load it.

The functions for loading a shared object file at run-time are platform-specific. On UNIX (think Linux, OSX) you use dlopen(), dlsym(), dlclose().
On Windows, use LoadLibrary(), GetProcAddress(), and FreeLibrary().
Or we can use SDL to do this in a portable way:

typedef void (*Func)(void *);

if (handle != NULL) {
    SDL_UnloadObject(handle);
    handle = NULL;
}
handle = SDL_LoadObject(filename);
if (handle == NULL) {
    error("failed to load %s", filename);
}
func = (Func)SDL_LoadFunction(handle, "game");
if (func == NULL) {
    error("failed to find symbol 'game'");
}

The code shown will load a shared object file, and find the function named ‘game’. Afterwards, we can call func(), effectively calling game().

It’s not all that easy though as there are some caveats. You will want to add live coding capability in the early stages of development; adding it later on is going to be painful. I will try to explain why.

Notice that we obtained a pointer to a function by searching for the symbol, ie. the function name. Mind that on Windows, that works both ways; if you want to call a function from the game code that resides in the main part, you need to know where that function is. Hence the desire to structure the program such that we need to know about as few functions as possible.
I had no problem whatsoever on UNIX, where calling functions back and forth like that works naturally, out of the box. If you develop on UNIX and forget about this bitsy detail, you will be in a world of pain when you want to port to Windows later on.

Secondly, all global variables must be declared in the main part of the program. You can’t put them in the shared object, because that memory is going to be unloaded and replaced once the new version gets loaded. This means that you also can not have any static variables in the module. If you do, the variable will lose its value when the module is unloaded and the game will misbehave.
This asks for a coding style where you invariably pass a pointer to a big bad struct that contains everything, and I do mean everything, that should be globally accessible to the entirety of the program.
Personally, I’m not fond of this style at all—say what you will, but I like having statics in my modules.
In turn, this quickly leads to doing your own memory management. Note that it is a myth that live coding requires you do your own memory management.

Another myth is you can’t use C++ with live coding. C++ compilers do name mangling, throwing a spanner in the works. You can work around this by making sure that the interface is in plain C, and does not rely on C++. Entry point functions should be declared extern "C".

Because all globals live in a big struct, you can’t use live coding for making large changes. You can’t add new globals. Once you touch the layout of the big memory structure, the program will crash. And if it doesn’t crash, you will be overwriting fields in memory unintentionally.

My programmin’ brother dismissed live coding as a gimmick. It is super useful for tweaking small parameters like monster speed, hit points, and such. But all these parameters shouldn’t be hard-coded in the first place; they should be tunables in the game engine that developers can play with as the engine is running.

Despite its drawbacks, seeing live coding in action is most impressive. It allows you to experiment in a playground. It turns good old C into a scripting language, and you must admit, that’s all we ever wanted.