Hot Reload -- live demo
Unlike source/examples/HotReloadDemo (a fixed script that loads two
pre-built versions and exits), this one is interactive: a host that
keeps running, and one plugin file you edit and rebuild yourself,
however many times you like, while it's live.
Run it
cmake -S . -B out/build -DBUILD_EXAMPLES=ON
cmake --build out/build
./out/build/bin/examples/hotreload_live_demo_host
Leave that running. In another terminal, either rebuild by hand after each edit:
cmake --build out/build --target hotreload_live_plugin
or run the watcher in this directory so saving is all you need to do:
source/examples/HotReloadLiveDemo/watch.sh out/build
Then open Plugin/src/LivePlugin.cpp -- it has its own comment with
several concrete things worth trying, in order (change a value, delete
the function, add a new one, add a data symbol). Each one lines up
with something source/HotReload/README.md's "Hot reloading C++
symbols" and "The two guarantees" sections describe -- this is a place
to go watch each of those claims happen, not just read about them.
What you should see
Editing and saving live_tick()'s multiplier and rebuilding should
change the running Host's printed values within about a second, on
the frame count it was already at -- not a restart. This was verified
in exactly this shape while building the feature: host running,
watch.sh running, and nothing else done except editing the file and
saving -- the running process picked up the new multiplier on its own
a couple of seconds later.
If a reload doesn't seem to happen
- Check the target actually rebuilt --
watch.shprints a build failure clearly rather than silently doing nothing; a plain compile error leaves the previous.so/.dllcompletely untouched, which is why the Host would keep running old code without any error of its own in that case. - The Host polls once a second (see
Host/Main.cpp) -- give it a moment. - Confirm you rebuilt the target this example actually watches,
hotreload_live_plugin, not the whole project (rebuilding everything works too, it's just slower per iteration).
Why rebuilding a .so/.dll the Host already has loaded works at all
On Linux/macOS this is unremarkable -- a running process's existing mapping of a file survives the file being replaced, which is exactly this project's normal build-then-relink cycle.
On Windows it's normally not possible to overwrite or delete a DLL
file a running process has loaded, which would otherwise make this
exact workflow (keep the Host running, rebuild the DLL it already
loaded) fail with the linker unable to write its output. This example
avoids that for a reason that already exists elsewhere in this
library, not anything specific to this demo:
Context::stagePathForLoad() (source/HotReload/src/ Context.cpp) copies a plugin to a fresh, uniquely-named file
before ever calling LoadLibrary/dlopen on it -- built originally to
sidestep a dlopen caching gotcha on POSIX (see that function's
comment) -- so the path this example's build actually writes to is
never the one Windows locks. Confirmed directly on real Windows/MSVC:
rebuilding hotreload_live_plugin repeatedly while the Host stayed
running worked correctly, hot-reloading each time.
"Rebuild Solution" (or any other full clean) fails while the Host is running -- this is expected
Different from the DLL case just above, and this one genuinely can't
be worked around the same way. Visual Studio's "Rebuild" (and the
equivalent cmake --build --clean-first, or deleting the build
directory yourself) deletes every build output first, including
hotreload_live_demo_host.exe itself -- and Windows will not let you
delete a running process's own executable image, full stop, for as
long as it's running. There's no staging trick that helps here the way
there is for the plugin DLL: the thing being deleted is quite literally
the file currently executing.
Confirmed directly: this fails with ninja: error: remove(bin/ examples/hotreload_live_demo_host.exe): Access is denied., and the
"Rebuild failed" it's reported as makes it look worse than it is --
depending on your build tool, the subsequent build step can still
run and still correctly rebuild+reload the plugin regardless (also
confirmed directly), since only the clean step, not the whole
operation, actually failed.
The fix is simply not to use "Rebuild"/a full clean while the Host
is running -- an ordinary incremental "Build", or building just
hotreload_live_plugin specifically (exactly what watch.sh and the
manual cmake --build ... --target hotreload_live_plugin command
above already do), never touches the Host's own executable at all, so
neither is affected by this. Stop the Host first if you ever do want a
genuine full clean.
Leftover hotreload_live_plugin.dll.hotreload.live.N files
Each reload stages the plugin through a fresh, uniquely-named copy
before loading it (Context::stagePathForLoad(), needed for
reasons unrelated to this -- see that function's comment). On Linux/
macOS, the copy is deleted right after loading and nothing
accumulates. On Windows, that deletion fails for as long as the module
it backs stays loaded -- which, by this library's design, is for the
rest of the Host process's lifetime, so one leftover file per reload
during a long editing session is expected, not a leak to chase down.
hot_reload_load() sweeps up whatever a previous run of the same
Host left behind the next time it starts, so restarting the Host is
enough to clean up between sessions; within a single very long
session, some accumulation is simply the cost of every old version
staying safely addressable. Safe to delete by hand at any point the
Host isn't running, if it bothers you before then.