Start and Stop script runtime for editor scene

This commit is contained in:
Simon Lübeß
2023-12-03 14:06:40 +01:00
parent aaa48158c3
commit 1238a43896
3 changed files with 110 additions and 56 deletions
+38 -10
View File
@@ -864,6 +864,8 @@ namespace GlitchyEditor
/// Starts the play mode for the current scene
private void OnScenePlay()
{
// TODO: Dictionary<UUID, ScriptData> scriptData = _editorScene.SerializeScripts();
_editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Play;
@@ -871,9 +873,9 @@ namespace GlitchyEditor
{
_editorScene.CopyTo(runtimeScene, true);
runtimeScene.OnRuntimeStart();
SetActiveScene(runtimeScene, startRuntime: true, startSimulation: true);
SetReference!(_activeScene, runtimeScene);
// TODO: runtimeScene.DeserializeScripts(scriptData);
}
_editor.CurrentScene = _activeScene;
@@ -882,6 +884,27 @@ namespace GlitchyEditor
SwitchToPlayWindow();
}
/// Activates the given scene.
/// @param scene The scene to be activated.
/// @param startRuntime If set to true, the script runtime will be initialized for the given scene.
/// @param startSimulation If set to true, the physics simulation will be initialized for the given scene.
private void SetActiveScene(Scene scene, bool startRuntime, bool startSimulation)
{
_activeScene?.StopRuntime();
_activeScene?.StopSimulation();
if (scene != null)
{
if (startRuntime)
scene.StartRuntime();
if (startSimulation)
scene.StartSimulation();
}
SetReference!(_activeScene, scene);
}
/// Starts the physics simulation mode for the current scene
private void OnSceneSimulate()
{
@@ -892,9 +915,7 @@ namespace GlitchyEditor
{
_editorScene.CopyTo(simulationScene, false);
simulationScene.OnSimulationStart();
SetReference!(_activeScene, simulationScene);
SetActiveScene(simulationScene, startRuntime: false, startSimulation: true);
}
_editor.CurrentScene = _activeScene;
@@ -930,12 +951,9 @@ namespace GlitchyEditor
/// Stops the simulation or game and returns to edit mode.
private void OnSceneStop()
{
if (_sceneState == .Play)
_activeScene.OnRuntimeStop();
else if (_sceneState == .Simulate)
_activeScene.OnSimulationStop();
SetActiveScene(_editorScene, startRuntime: true, startSimulation: false);
SetReference!(_activeScene, _editorScene);
// TODO: _editorScene.DeserializeScripts(scriptData);
_editor.SceneViewportWindow.EditorMode = true;
_sceneState = .Edit;
@@ -985,9 +1003,19 @@ namespace GlitchyEditor
/// Sets the current editor scene
private void SetEditorScene(Scene scene)
{
if (_editorScene != null)
{
_editorScene.StopRuntime();
}
SetReference!(_editorScene, scene);
_editor.CurrentScene = _editorScene;
SetReference!(_activeScene, _editorScene);
if (_editorScene != null)
{
_editorScene.StartRuntime();
}
}
/// Creates a new default scene.
+30 -7
View File
@@ -83,7 +83,12 @@ static class ScriptEngine
public static Dictionary<StringView, ScriptClass> EntityClasses => _entityScripts;
public static Dictionary<StringView, ScriptClass> ComponentClasses => _componentClasses;
public static Scene Context => s_Context;
/// Gets or sets the current scene context for the runtime.
public static Scene Context
{
get => s_Context;
private set => SetReference!(s_Context, value);
}
private static Dictionary<UUID, ScriptFieldMap> _entityFields = new .() ~
{
@@ -246,20 +251,38 @@ static class ScriptEngine
InitAssemblyWatcher();
}
public static void SetContext(Scene scene)
/// Starts the script runtime and sets the context scene.
public static void StartRuntime(Scene context)
{
SetReference!(s_Context, scene);
/// At the moment only set the context.
Debug.Assert(s_Context == null, "StartRuntime was called twice without StopRuntime in between!");
Context = context;
}
public static void OnRuntimeStop()
/// Stopts the script runtime and disposes of all script instances.
public static void StopRuntime()
{
for (var entry in _entityScriptInstances)
if (Context == null)
{
entry.value?.ReleaseRef();
// There should be nothing to do, if we have no context
Debug.Assert(_entityScriptInstances.Count == 0, "There are script instances but no context scene.");
return;
}
for (let (id, instance) in _entityScriptInstances)
{
instance?.ReleaseRef();
Entity entity = Context.GetEntityByID(id);
// Remove Instance from script
ScriptComponent* script = entity.GetComponent<ScriptComponent>();
script.Instance = null;
}
_entityScriptInstances.Clear();
SetContext(null);
Context = null;
}
public static bool InitializeInstance(Entity entity, ScriptComponent* script)
+41 -38
View File
@@ -104,8 +104,11 @@ namespace GlitchyEngine.World
/// Copies all entities with their components to the given target-scene.
/// @param target The scene that the entities are copied to.
/// @param initializeScripts If true script instances will be initialized.
public void CopyTo(Scene target, bool initializeScripts)
/// @param copyScripts If true script components will be copied.
/// This is for simulation mode, where the script-components won't be executing, thus we don't copy them.
/// TODO: But in reality we still might want to have scripts, because the user might want to run some code, just not OnCreate/OnUpdate?
/// TODO: Honestly, I'm not quite sure what simulation mode is actually good for. Maybe we better just remove it?
public void CopyTo(Scene target, bool copyScripts)
{
// Copy entities
for (let sourceHandle in _ecsWorld.Enumerate())
@@ -125,43 +128,21 @@ namespace GlitchyEngine.World
CopyComponents<CameraComponent>(this, target);
CopyComponents<LightComponent>(this, target);
CopyComponents<Rigidbody2DComponent>(this, target);
CopyComponents<BoxCollider2DComponent>(this, target);
CopyComponents<CircleCollider2DComponent>(this, target);
CopyComponents<PolygonCollider2DComponent>(this, target);
if (initializeScripts)
if (copyScripts)
{
// Set context, so that constructors can correctly reference the scene
ScriptEngine.SetContext(target);
//CopyComponents<NativeScriptComponent>(this, target);
// Copy ScriptComponents... needs extra handling for the script instances
for (let (sourceHandle, sourceComponent) in _ecsWorld.Enumerate<ScriptComponent>())
for (let (sourceHandle, sourceScript) in _ecsWorld.Enumerate<ScriptComponent>())
{
Entity sourceEntity = .(sourceHandle, this);
Entity sourceEntity = .(sourceHandle, target);
Entity targetEntity = target.GetEntityByID(sourceEntity.UUID);
ScriptComponent* targetComponent = targetEntity.AddComponent<ScriptComponent>();
ScriptComponent* targetScript = targetEntity.AddComponent<ScriptComponent>();
targetComponent.ScriptClassName = sourceComponent.ScriptClassName;
// Initializes the created instance
// TODO: this returns false, if no script with ScriptClassName exists, we have to handle this case correctly I think.
ScriptEngine.InitializeInstance(targetEntity, targetComponent);
}
// Copy values to entities.
// We do this in a separate loop because we might reference other entities.
// If we did it in a single loop these entities might not exist yet.
for (let (handle, script) in target._ecsWorld.Enumerate<ScriptComponent>())
{
Entity entity = .(handle, this);
if (script.Instance != null)
ScriptEngine.CopyEditorFieldsToInstance(entity, script);
targetScript.ScriptClassName = sourceScript.ScriptClassName;
}
}
@@ -221,21 +202,36 @@ namespace GlitchyEngine.World
}
}
public void OnRuntimeStart()
public void Start(bool simulation, bool runtime)
{
OnSimulationStart();
SetupPhysicsCallbacks();
ScriptEngine.SetContext(this);
if (simulation)
StartSimulation();
}
public void OnRuntimeStop()
public void StartRuntime()
{
OnSimulationStop();
ScriptEngine.OnRuntimeStop();
ScriptEngine.StartRuntime(this);
// Initialize ScriptComponents
for (let (handle, scriptComponent) in _ecsWorld.Enumerate<ScriptComponent>())
{
Entity entity = .(handle, this);
// TODO: this returns false, if no script with ScriptClassName exists, we have to handle this case correctly
ScriptEngine.InitializeInstance(entity, scriptComponent);
}
}
public void OnSimulationStart()
public void StopRuntime()
{
ScriptEngine.StopRuntime();
}
public void StartSimulation()
{
// TODO: Add Setting for the user to define whether Physics will be initialized or not?
_physicsWorld2D = World.Create(_gravity2D);
draw.drawPolygonCallback = (vertices, vertexCount, color, userData) =>
@@ -289,6 +285,8 @@ namespace GlitchyEngine.World
World.SetDebugDrawFlags(_physicsWorld2D, .e_shapeBit);
InitPhysics2D();
SetupPhysicsCallbacks();
}
private void SetupPhysicsCallbacks()
@@ -590,10 +588,15 @@ namespace GlitchyEngine.World
polygonCollider.RuntimeFixture = fixture;
}
public void OnSimulationStop()
public void StopSimulation()
{
if (_physicsWorld2D == null)
return;
Box2D.World.Delete(_physicsWorld2D);
_physicsWorld2D = null;
// TODO: Get rid of all references to colliders, etc. in physics components.
}
public enum UpdateMode