OSGi is an extremely powerful module system for the Java virtual machine. Code and resources are packaged into bundles that can be installed into a running OSGi container for use.
Using bundles to deliver compiled Java code is essentially a solved
problem. Bundles specify what Java packages
they export and import. If a package is exported, then that
package can be imported by other bundles. The OSGi resolver
is responsible for wiring bundles together. For example, if
a bundle B0
specifies that it imports a package named P0
,
and another bundle B1
specifies that it exports a package named
P0
, then the OSGi runtime will create a wire W0
from B0
to B1
.
Whenever code in B0
references a class in
P0
, then that class will be loaded from B1
by traversing W0
.
This creates a directed acyclic graph
where the vertices of the graph are packages and the edges of the
graph are wires.
We can look at this in more general terms: We can think of the above
in terms of requirements that can be satisfied by capabilities.
For example, we can think of a package import as being a specific
requirement: A package p
attempting to import a particular package q
can be thought of as a requirement for q
by p
. Conversely, a
package export can be thought of as a capability: An export
of a package p
can be thought of as a capability to satisfy a
requirement for p
.
In these terms, then, the OSGi runtime is essentially a constraint solving system that takes a set of requirements and capabilities as input, and tries to find a solution that satisfies all of the requirements using the provided capabilities.
So what's the point of explaining all of this? Well, beyond importing and exporting Java code, the OSGi system actually allows developers to declare their own types of capabilities and requirements that will be solved by the OSGi runtime when the bundles specifying them are installed. This allows for bundles that contain things other than Java classes to get the same strong versioning and dependency handling that Java code enjoys.
In my case, I'm using this to get versioning and dependency handling for game engine assets. A bundle in the system I've put together can place declarations in the manifest such as:
Provide-Capability: com.io7m.callisto.resources.package; name = a.b.c; version = 1.0
That is, the bundle states that it provides a package called a.b.c
, version 1.0
,
containing resources, in the category of requirements called
com.io7m.callisto.resources.package
. Another bundle declares:
Require-Capability: com.io7m.callisto.resources.package; filter=(& (name = a.b.c) (version >= 1.0) (version < 2.0))
That is, the bundle states that it requires a package that has the
name a.b.c
AND has a version greater than or equal to 1.0
AND has
a version less than 2.0
(so for example, 1.1
would satisfy the
requirement, but 2.1
would not). The requirement is only satisfied
when all three constraints are met.
Those bundles will be wired together when they're installed
and a bundle can only access the resources of another bundle via
the created wire when it explicitly imports that bundle via a
Require-Capability
declaration. I get all of the benefits of
strong versioning, dependency handling, proper cross-bundle resource
visibility, good error messages when dependencies aren't met, etc,
essentially for free. If a user wants to install a bundle containing
resources, the declared capabilities and requirements of the
package mean that it's trivial to automatically fetch dependencies
of the bundles without the user having to do anything.
I don't know of any modern game engines that use a system like this. Apart from anything, it's phenomenally impractical to build a system like this outside of a virtual machine due to the constraints imposed by working with native code directly. Game developers are religiously opposed to anything that isn't C++ and so refuse to consider the alternatives. Generally, in most games, all of the resources are stuffed into one giant flat namespace without any sort of versioning, privacy control, dependency handling, or anything else. The result is immediate dependency hell as soon as third parties try to produce modifications for the games. Because there's no dependency information, installing modifications for games must be done manually, and there's absolutely no way to ensure that arbitrary modifications are compatible with each other. Worse, when modifications are incompatible, the result will be obscure problems and crashes at runtime instead of actionable "Modification X is incompatible with modification Y" error messages.
In life never do as others do...