This was made to prevent re-typing out the boilerplate for creating a tokio runtime godot object.
You can simply create an engine singleton that makes the Tokio runtime accessable by all godot objects.
#[gdextension]
unsafe impl ExtensionLibrary for Metaphy {
fn on_level_init(level: InitLevel) {
match level {
InitLevel::Scene => {
Engine::singleton().register_singleton(AsyncRuntime::SINGLETON, &AsyncRuntime::new_alloc());
}
_ => (),
}
}
fn on_level_deinit(level: InitLevel) {
match level {
InitLevel::Scene => {
let mut engine = Engine::singleton();
if let Some(async_singleton) = engine.get_singleton(AsyncRuntime::SINGLETON) {
engine.unregister_singleton(AsyncRuntime::SINGLETON);
async_singleton.free();
} else {
godot_warn!(
"Failed to find & free singleton -> {}",
AsyncRuntime::SINGLETON
);
}
}
_ => (),
}
}
}
Then you can access the runtime/singleton like other non-builtin engine singletons.
let tokio = match Engine::singleton().get_singleton(AsyncRuntime::SINGLETON) {
Some(object) => object.cast::<AsyncRuntime>(),
None => return godot_error!("Failed to get singleton -> {}", AsyncRuntime::SINGLETON),
};