Defer in GDScript
In GDScript, we don’t have a direct equivalent to the defer
keyword. However, we can achieve similar functionality using GDScript’s _exit_tree()
method or by using a custom defer implementation. For this example, we’ll create a custom defer mechanism.
Our program will demonstrate how to create a file, write to it, and ensure it’s closed properly:
This script does the following:
We define a custom
defer
function that stores function references and their arguments to be called later.In the
_ready()
function (which is called when the node enters the scene tree), we create a file, defer its closing, and write to it.The
create_file()
function creates a new file and returns aFile
object.The
write_file()
function writes data to the file.The
close_file()
function closes the file.In the
_exit_tree()
function (which is called when the node is about to be removed from the scene tree), we execute all deferred function calls.
To run this script, you would need to attach it to a Node in your Godot scene. When the scene is loaded and then unloaded, you should see the following output:
This approach ensures that the file is closed even if an error occurs during writing. It’s important to note that in a real-world scenario, you should also handle potential errors when closing the file.
While this implementation isn’t as clean as Go’s built-in defer
keyword, it provides similar functionality in GDScript. Remember to always properly manage resources like files, even when using deferred execution patterns.