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feat(sozo): unreal engine bindgen - #3113

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glihm merged 4 commits into
dojoengine:mainfrom
caillef:ue5-sozo-bindings
Mar 27, 2025
Merged

feat(sozo): unreal engine bindgen#3113
glihm merged 4 commits into
dojoengine:mainfrom
caillef:ue5-sozo-bindings

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@caillef

@caillef caillef commented Mar 18, 2025

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Description

Generate bindings for the Unreal Engine SDK

Checklist

  • I've formatted my code (scripts/rust_fmt.sh, scripts/cairo_fmt.sh)
  • I've linted my code (scripts/clippy.sh, scripts/docs.sh)
  • I've commented my code
  • I've requested a review after addressing the comments

Summary by CodeRabbit

  • New Features
    • Introduced a new build option to enable Unreal Engine bindings.
    • Integrated Unreal Engine support into the plugin system for generating C++ code from framework data.
    • Enhanced code generation capabilities with dedicated type mapping, header, and source file creation tailored for Unreal Engine integration.

@caillef
caillef marked this pull request as draft March 18, 2025 17:10
@caillef caillef changed the title wip: unreal engine bindgen feat(sozo): unreal engine bindgen Mar 18, 2025
@caillef
caillef force-pushed the ue5-sozo-bindings branch from 2498cdb to 9ba704d Compare March 24, 2025 13:56
@caillef
caillef marked this pull request as ready for review March 24, 2025 21:26
@coderabbitai

coderabbitai Bot commented Mar 24, 2025

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Ohayo, sensei!

Walkthrough

This pull request introduces support for generating Unreal Engine bindings. A new boolean flag unrealengine is added to the BuildArgs struct, allowing the build process to conditionally include the Unreal Engine plugin. The changes encompass updates to command-line interface handling, modifications in the plugin manager logic, and the creation of a new plugin module that implements Unreal Engine code generation, including type mapping, asynchronous operations, and error handling.

Changes

File(s) Change Summary
bin/sozo/src/commands/build.rs Added unrealengine flag to BuildArgs with CLI metadata; updated run method and Default implementation to conditionally include the Unreal Engine plugin.
crates/dojo/bindgen/src/{lib.rs, plugins/mod.rs} Imported UnrealEnginePlugin and added a match case for BuiltinPlugins::UnrealEngine; updated the BuiltinPlugins enum and its Display implementation.
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs Introduced the UnrealEnginePlugin struct with a constructor and an asynchronous generate_code method; implemented type mapping, code generation, and error handling for Unreal Engine integration.

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  • glihm

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Actionable comments posted: 1

🧹 Nitpick comments (6)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (6)

91-120: Ohayo sensei, generated header utilities look fine!
It's good to see a sensible approach for version headers and Unreal includes. If a license banner or disclaimers are needed, remember to inject them here.


245-472: Ohayo sensei, consider splitting this big header handling method.
handle_header does a lot of sorting, token processing, and output generation. Extracting smaller helper functions might improve readability and maintainability.


474-620: Ohayo sensei, parse logic is thorough but watch out for maintainability!
String-based checks for model names can get unwieldy as the codebase grows. Logging any mismatch is good practice.


674-752: Ohayo sensei, contract calls generation is neat!
You might want to consider validating input ARGS or ensuring they match the expected function signature to prevent runtime errors.


754-1076: Ohayo sensei, it's a comprehensive conversion approach!
The lengthy conditionals might become cumbersome when more types appear. A more generic or data-driven approach (like a lookup table for conversions) could simplify maintenance.


1077-1121: Ohayo sensei, unified function for type conversion is powerful!
Be cautious about fallback scenarios—some type mismatch might slip through. Consider returning errors for unexpected conditions rather than silently ignoring them.

Do you want me to propose a robust error-handling pattern for type mismatches?

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📥 Commits

Reviewing files that changed from the base of the PR and between 52e3b55 and 4934740.

📒 Files selected for processing (4)
  • bin/sozo/src/commands/build.rs (3 hunks)
  • crates/dojo/bindgen/src/lib.rs (2 hunks)
  • crates/dojo/bindgen/src/plugins/mod.rs (2 hunks)
  • crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (1 hunks)
🧰 Additional context used
🧬 Code Definitions (2)
crates/dojo/bindgen/src/lib.rs (2)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (1)
  • new (16-18)
crates/dojo/bindgen/src/plugins/mod.rs (1)
  • new (42-44)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (2)
crates/dojo/bindgen/src/lib.rs (1)
  • compare_tokens_by_type_name (230-234)
crates/dojo/bindgen/src/plugins/mod.rs (1)
  • generate_code (148-148)
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: build
🔇 Additional comments (15)
crates/dojo/bindgen/src/lib.rs (2)

19-19: Ohayo sensei, nice addition of the import!
This import aligns perfectly with the newly introduced UnrealEngine plugin functionality.


105-105: Ohayo sensei, good extension of the plugin manager!
Including BuiltinPlugins::UnrealEngine neatly integrates the Unreal Engine plugin into the existing framework.

bin/sozo/src/commands/build.rs (3)

37-40: Ohayo sensei, new field for Unreal bindings looks consistent!
Adding this unrealengine boolean follows the same pattern as other flags like typescript and unity. Good job!


137-140: Ohayo sensei, conditionally pushing the UnrealEngine plugin is clean!
Everything integrates well with other plugin flags. Ensure to test the build flow with --unrealengine to confirm correctness.


225-225: Ohayo sensei, the default value is consistent with existing flags!
Setting unrealengine to false by default aligns with user expectations.

crates/dojo/bindgen/src/plugins/mod.rs (3)

16-16: Ohayo sensei, module exposure is straightforward!
Declaring the unrealengine module here is a clean choice to keep the code organized.


22-22: Ohayo sensei, UnrealEngine variant extends the plugin enum nicely!
This strengthens the plugin ecosystem with minimal disruption.


32-32: Ohayo sensei, adding the UnrealEngine display branch is on point!
This ensures BuiltinPlugins::UnrealEngine can be stringified and recognized easily.

crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (7)

1-3: Ohayo sensei, imports look good!
The chosen crates and standard library collections are appropriate for generating Unreal Engine bindings.


12-18: Ohayo sensei, basic plugin struct is neat!
Defining UnrealEnginePlugin as an empty struct is clean. Just be mindful if plugin configuration or state is needed in the future.


135-167: Ohayo sensei, struct formatting logic is straightforward!
Defining UPROPERTY fields aligns with Unreal’s reflection system. Great job ensuring correct type mapping with map_type.


169-188: Ohayo sensei, enum generation is well handled!
Mapping the Cairo enum to a UENUM(BlueprintType) is a solid approach. Confirm that the 8-bit backing type (uint8) is sufficient for all enumerations.


190-243: Ohayo sensei, your format_model approach is consistent with Unreal conventions!
Instantiating with UCLASS(BlueprintType) and inheriting from UDojoModel keeps your code consistent. Nicely done.


622-672: Ohayo sensei, policies generator is straightforward!
Harvesting system tokens and formatting them for the controller function is logically consistent.


1122-1272: Ohayo sensei, concurrency usage is promising but watch for shared state!
You store a global static AGeneratedHelpers::Instance. If multiple threads modify that, you could have a race condition. Confirm there's a single instance usage or add synchronization.

Comment thread crates/dojo/bindgen/src/plugins/unrealengine/mod.rs Outdated
feat: generate custom types wrapper

feat: handle policies

fix: policies format

fix: types issue

feat: add convert to felt string

fix: format

fix: struct not showing in header file

fix: enhance code quality

fix: style

fix: refactor code

fix: style

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Actionable comments posted: 1

🧹 Nitpick comments (4)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (4)

190-206: Ohayo sensei, the doc comment here mentions formatting into a “C# struct” using “C# and unity SDK types,” but the code actually generates C++ code for Unreal. Updating these docstrings to reflect Unreal Engine usage will help maintain clarity.


979-981: Ohayo sensei, the comment “// Implémenter la logique de conversion d’array” indicates an unfinished feature. Without array deserialization logic, nested arrays will fail to convert. Consider implementing this soon or returning an error for array conversion attempts.


208-243: Ohayo sensei, the approach to generating “UDojoModel” classes and property fields is straightforward, but note that large models might become unwieldy if they have many fields. Consider refactoring into smaller components or partial classes for improved maintainability.


754-926: Ohayo sensei, your “TypeConverter” and related logic handle many primitive types with thorough coverage, but try to keep conversions consistent. If advanced features like partial field loading or skipping certain fields are needed, consider a more modular design.

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📥 Commits

Reviewing files that changed from the base of the PR and between 4934740 and 909e2ec.

📒 Files selected for processing (1)
  • crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (1 hunks)
🧰 Additional context used
🧬 Code Definitions (1)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (2)
crates/dojo/bindgen/src/lib.rs (1)
  • compare_tokens_by_type_name (230-234)
crates/dojo/bindgen/src/plugins/mod.rs (3)
  • new (42-44)
  • join (87-89)
  • generate_code (148-148)
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: build
🔇 Additional comments (3)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (3)

42-44: Ohayo sensei, consider returning an error or using a fallback instead of panicking. Panics can abruptly halt the process and might cause undesired crashes in production environments, especially for unhandled Option types. This feedback has been raised before and still applies.


681-685: Ohayo sensei, the placeholder "COPY_ADDRESS_HERE" in your contract addresses is a reminder that these need to be replaced with valid addresses or dynamically retrieved during runtime. Otherwise, calls to these addresses won’t succeed.


245-472: Ohayo sensei, be aware that you are sorting structs and enums before processing them to ensure deterministic output. This is a good practice, but if new or nested struct dependencies appear, you may need additional checks to prevent incomplete or out-of-order generations.

Comment on lines +53 to +55
"tuple" => {
panic!("Tuple type not handled");
}

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🛠️ Refactor suggestion

Ohayo sensei, similarly to Option, panicking on unhandled tuple types may cause runtime interruptions. Converting panics to error results or skipping unsupported types gracefully is a healthier design pattern.

@caillef
caillef force-pushed the ue5-sozo-bindings branch from 909e2ec to 8f31e2d Compare March 24, 2025 21:45

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Actionable comments posted: 0

🧹 Nitpick comments (4)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (4)

20-63: Ohayo sensei, thorough type mapping with minor edge cases.

Your map_type function covers a broad range of Cairo types, neatly mapping them to UE-friendly equivalents. Beyond the unresolved Option and tuple panics, the rest is cohesive.


245-472: Ohayo sensei, careful data processing in handle_header!

This function ensures that structs and enums are processed in a deterministic order before generating code. The code is large, but each step is purposeful. If you find it grows further, consider splitting out dependency resolution from code emission to keep it maintainable.


674-752: Ohayo sensei, well-defined contract calls!

generate_contract_addresses_and_calls_functions neatly composes contract addresses with call wrappers. The function body is succinct and keeps blueprint usage in mind. If needed, factor out the logic that builds argument arrays for improved testability.


754-921: Ohayo sensei, type conversions are comprehensive but quite large.

  1. generate_converters systematically accounts for custom structs and enums, including array conversions.
  2. The big chain of if constexpr in ConvertToFeltHexa is correct but could be more maintainable if split into smaller specialized functions.
  3. Marking places like // Implémenter la logique de conversion d'array with a TODO might guide future devs.

Consider modularizing to lighten the function size.

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📥 Commits

Reviewing files that changed from the base of the PR and between 909e2ec and 8f31e2d.

📒 Files selected for processing (4)
  • bin/sozo/src/commands/build.rs (3 hunks)
  • crates/dojo/bindgen/src/lib.rs (2 hunks)
  • crates/dojo/bindgen/src/plugins/mod.rs (2 hunks)
  • crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (2)
  • crates/dojo/bindgen/src/lib.rs
  • bin/sozo/src/commands/build.rs
🧰 Additional context used
🧬 Code Definitions (2)
crates/dojo/bindgen/src/plugins/mod.rs (1)
crates/dojo/bindgen/src/plugins/typescript/writer.rs (2)
  • write (22-96)
  • write (115-183)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (2)
crates/dojo/bindgen/src/lib.rs (1)
  • compare_tokens_by_type_name (230-234)
crates/dojo/bindgen/src/plugins/mod.rs (1)
  • generate_code (148-148)
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: build
🔇 Additional comments (13)
crates/dojo/bindgen/src/plugins/mod.rs (3)

16-16: Ohayo sensei, new module added!

This addition cleanly declares the unrealengine module, aligning well with the existing plugin structure.


22-22: Ohayo sensei, fresh enum variant looks good!

Adding UnrealEngine to BuiltinPlugins follows the established pattern for new built-in plugins.


32-32: Ohayo sensei, Display implementation is consistent!

This match arm for UnrealEngine completes the fmt::Display coverage without issues.

crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (10)

42-44: Ohayo sensei, consider removing panic for unsupported Option type.

This matches a previous suggestion about gracefully handling or returning an error instead of panicking.


54-55: Ohayo sensei, consider removing panic for unsupported tuple type.

This also revisits a past recommendation: returning a descriptive error (or skipping the token) improves resilience.


1-19: Ohayo sensei, nice plugin struct!

The UnrealEnginePlugin struct is straightforward, and instantiating it with the new method stays consistent with the codebase’s plugin pattern. This design is minimal and easy to extend.


91-133: Ohayo sensei, well-structured import logic!

The generated_header(), header_imports(), and cppfile_imports() functions produce consistent, single-purpose code. This modular approach helps keep Unreal includes centralized, preventing duplication.


135-243: Ohayo sensei, robust struct/enum/model formatting!

  1. format_struct and format_enum map Cairo data cleanly to Unreal patterns (USTRUCT, UENUM).
  2. to_pascal_case is helpful, though consider edge cases with repeated underscores or non-alphabetic characters.
  3. format_model encapsulates model definitions with UCLASS effectively, which is a plus for blueprint integration.

Overall, this is well architected.


474-621: Ohayo sensei, good approach to parse models!

generate_parse_models_functions systematically iterates models and inserts them into Unreal objects. The final asynchronous broadcast with OnDojoModelUpdated is a neat, blueprint-friendly design. Keep an eye on memory usage for large datasets, but otherwise this approach is solid.


622-672: Ohayo sensei, policy generation is straightforward!

generate_policies and the partial usage in ControllerGetAccountOrConnect create clarity for how system calls are filtered. The code is concise, though validation or logging for unknown systems might further help debugging.


1128-1335: Ohayo sensei, handle_cppfile organizes large generation tasks well!

This method stitches everything together: converters, parse functions, policy logic, and addresses. Great job unifying these parts. For bigger expansions, watch out for function length and diffuse it if needed.


1337-1351: Ohayo sensei, recursive token checks are solid!

check_token_in_recursively is a helpful helper for nested composite structures. It's tidy and should be easy to maintain.


1353-1376: Ohayo sensei, plugin implementation is consistent!

Implementing BuiltinPlugin for UnrealEnginePlugin follows the same pattern as other plugins, ensuring code remains cohesive and future-proof.

@codecov

codecov Bot commented Mar 24, 2025

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Codecov Report

Attention: Patch coverage is 0% with 1245 lines in your changes missing coverage. Please review.

Project coverage is 55.74%. Comparing base (52e3b55) to head (76d7d91).
Report is 7 commits behind head on main.

Files with missing lines Patch % Lines
...rates/dojo/bindgen/src/plugins/unrealengine/mod.rs 0.00% 1238 Missing ⚠️
bin/sozo/src/commands/build.rs 0.00% 5 Missing ⚠️
crates/dojo/bindgen/src/lib.rs 0.00% 1 Missing ⚠️
crates/dojo/bindgen/src/plugins/mod.rs 0.00% 1 Missing ⚠️
Additional details and impacted files
@@            Coverage Diff             @@
##             main    #3113      +/-   ##
==========================================
- Coverage   56.82%   55.74%   -1.09%     
==========================================
  Files         442      443       +1     
  Lines       61561    62749    +1188     
==========================================
- Hits        34981    34977       -4     
- Misses      26580    27772    +1192     

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Awesome work @caillef !

If you could also add a module documentation to explain the usage and the link with the dojo.unreal repo that would be great.


println!("Generating header: GeneratedHelpers.h");
let code = self.handle_header(&models, &contracts);
out.insert("GeneratedHelpers.h".into(), code.as_bytes().to_vec());

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Shouldn't be easier to find with DojoHelpers? Or it's a convention in unreal engine?

}
}

format!(

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Combining raw string (r#) and format! could avoid escaping the double quotes.

}}
",
namespace = Self::to_pascal_case(&get_namespace_from_tag(&model.tag)),
model_name = model

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Even if it's not a critical code, we may extract some temporary variable inside the map to avoid iterating several times on the same data structure.

Comment on lines +123 to +131
"
#include \"GeneratedHelpers.h\"
#include <string>
#include <iomanip>
#include <sstream>
#include <memory>
#include \"Async/Async.h\"

"

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Suggested change
"
#include \"GeneratedHelpers.h\"
#include <string>
#include <iomanip>
#include <sstream>
#include <memory>
#include \"Async/Async.h\"
"
r#"
#include "GeneratedHelpers.h"
#include <string>
#include <iomanip>
#include <sstream>
#include <memory>
#include "Async/Async.h"
"#

Favorise the use of raw string for easier maintenance of the generated code.

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Actionable comments posted: 0

🧹 Nitpick comments (3)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (3)

550-615: Ohayo sensei, this function is quite large and may benefit from splitting into smaller helpers.
Refactoring it into multiple functions could improve readability and make testing easier.


961-967: Ohayo sensei, there’s a placeholder comment for array conversion logic.
Would you like help completing this logic for converting C array data into TArray?


1314-1328: Ohayo sensei, consider cycles that might cause infinite recursion in check_token_in_recursively.
If a composite references itself, this function could never return. Let me know if you’d like assistance in adding a safeguard for cyclic references.

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📒 Files selected for processing (1)
  • crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (1 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: build
🔇 Additional comments (3)
crates/dojo/bindgen/src/plugins/unrealengine/mod.rs (3)

41-43: Ohayo sensei, consider a gentler approach than panics for unsupported Option types.
This abrupt panic could interrupt a larger application at runtime. Returning an error or skipping unsupported types would be more robust.


53-55: Ohayo sensei, consider a gentler approach than panics for unhandled tuple types.
Similar to Option, these panics can stop the entire process unexpectedly. Returning an error result or skipping the type is generally safer.


1205-1211: Ohayo sensei, ensure safe object handling when capturing this in asynchronous callbacks.
If the actor is destroyed, this captured pointer could be invalid, leading to potential crashes. Please confirm that the actor remains valid at callback time.

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Awesome, thank you @caillef for the work here!
If nothing more on the side of @Larkooo, happy to merge!

@glihm
glihm merged commit ecf6889 into dojoengine:main Mar 27, 2025
@coderabbitai coderabbitai Bot mentioned this pull request Jun 5, 2025
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2 participants