Add heuristics to not always rebuild script project on play

This commit is contained in:
Simon Lübeß
2026-10-24 17:18:08 +02:00
parent 6718279a9f
commit 73392f58f7
10 changed files with 293 additions and 9 deletions
+2 -1
View File
@@ -15,13 +15,14 @@ ImGuiImplDX11 = "*"
ImGuiImplWin32 = "*"
ImGuizmo = "*"
"Beef.Linq" = "*"
"Oregano.git" = {Git = "https://github.com/zerkawei/Oregano.git"}
[Platform.Windows]
IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
[Configs.Debug.Win64]
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
DebugCommandArguments = "\"$(ProjectDir)/../GlitchyEngine.Test/content/TestProject\""
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\\\""
PreprocessorMacros = ["DEBUG", "IMGUI"]
[Configs.Release.Win64]
@@ -33,6 +33,10 @@ class AssetHierarchy
public TreeNode<AssetNode> RootNode => _assetRootNode;
private append ScriptProjectDirtyManager _scriptProjectDirtyManager = .();
public ScriptProjectDirtyManager ScriptProjectDirtyManager => _scriptProjectDirtyManager;
public StringView ResourcesDirectory
{
get => _resourcesDirectory;
@@ -235,6 +239,8 @@ class AssetHierarchy
//SetupResourcesFileSystemWatcher();
UpdateFiles();
ScriptProjectDirtyManager.SetVeryDirty();
}
/// Sets path to the directory that contains the game assets.
@@ -322,18 +328,24 @@ class AssetHierarchy
Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
FileContentChanged(filename);
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnCreated.Add(new (filename) => {
Log.EngineLogger.Trace($"File created (\"{filename}\")");
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnDeleted.Add(new (filename) => {
Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnRenamed.Add(new (oldName, newName) => {
@@ -342,6 +354,9 @@ class AssetHierarchy
FileRenamed(oldName, newName);
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(oldName);
ScriptProjectDirtyManager.AssetChanged(newName);
});
fsw.StartRaisingEvents();
@@ -0,0 +1,187 @@
using System;
using System.IO;
using System.Collections;
using Oregano;
using System.Diagnostics;
using GlitchyEditor.Settings;
namespace GlitchyEditor.Assets;
class ScriptProjectDirtyManager
{
private bool _anyAssetDirty;
private bool _projectFileDirty;
private bool _forceRebuild;
public void AssetChanged(StringView assetPath)
{
_anyAssetDirty = true;
_projectFileDirty |= CheckIfProjectFile(assetPath);
}
private bool CheckIfProjectFile(StringView assetPath)
{
for (Regex regex in _patterns)
{
if (regex.IsMatch(assetPath))
{
return true;
}
}
return false;
}
public void SetClean()
{
_anyAssetDirty = false;
_projectFileDirty = false;
_forceRebuild = false;
}
public void SetVeryDirty()
{
_forceRebuild = true;
}
public bool NeedsRebuild(RebuildOnPlay rebuildMode)
{
switch (rebuildMode)
{
case .Off:
return _forceRebuild;
case .Always:
return true;
case .WhenAnyAssetsChanged:
return _anyAssetDirty || _forceRebuild;
case .UseFastUpToDateCheck:
return _projectFileDirty || _forceRebuild;
}
}
private static List<StringView> patterns = new .(){
"**/*.cs", // C# source files
"**/*.csproj", // C# Project file
"**/*.props", // MSBuild properties
"**/*.targets", // MSBuild targets
"**/*.resx", // Embedded .NET-Ressources
"**/*.editorconfig", // Compiler- and Analyzer-config
"**/*.globalconfig", // Global Analyzer-config
"**/global.json",
"**/NuGet.Config",
"**/packages.lock.json",
"**/runtimeconfig.template.json"
} ~ delete _;
private List<Regex> _patterns = new .() ~ DeleteContainerAndItems!(_);
// Oregano's Regex doesn't copy the pattern but keeps StringViews into it, so the strings must live as long as the regexes.
private List<String> _patternStrings = new .() ~ DeleteContainerAndItems!(_);
public this()
{
for (StringView pattern in patterns)
{
String regexString = new .();
if (CompileRegexFromGlob(pattern, regexString) case .Ok(let regex))
{
_patternStrings.Add(regexString);
_patterns.Add(regex);
}
else
{
delete regexString;
}
}
}
/// Converts the glob into a regex string (written to outRegex) and compiles it.
/// The returned Regex references outRegex, so outRegex must outlive it.
private static Result<Regex> CompileRegexFromGlob(StringView glob, String outRegex)
{
outRegex.Append('^');
int inBrackets = 0;
bool isInBrackets() => inBrackets > 0;
bool isWildcard = false;
bool wasDoubleWildcard = false;
for (char8 c in glob)
{
if (isWildcard)
{
isWildcard = false;
if (c == '*')
{
// **
outRegex.Append(@"(?:.*[\\/])?");
wasDoubleWildcard = true;
continue;
}
else
{
outRegex.Append(@"[^\\/]*");
}
}
if (c == '[')
{
inBrackets++;
outRegex.Append(c);
continue;
}
else if (c == ']')
{
inBrackets--;
outRegex.Append(c);
continue;
}
if (c == '.')
{
if (isInBrackets())
outRegex.Append('.');
else
outRegex.Append(@"\.");
continue;
}
if (isInBrackets())
{
outRegex.Append(c);
continue;
}
else
{
if (c == '?')
{
outRegex.Append(@"[^\\/]");
continue;
}
else if (c == '*')
{
isWildcard = true;
continue;
}
else if (c == '/')
{
if (!wasDoubleWildcard)
outRegex.Append(@"\/");
continue;
}
else
{
outRegex.Append(c);
continue;
}
}
}
outRegex.Append('$');
return Regex.Compile(outRegex);
}
}
+2
View File
@@ -240,6 +240,8 @@ namespace GlitchyEditor
task.ContinueWith(new (task) => {
ScriptEngine.ResumeAssemblyWatcher();
EditorApp.Instance.ContentManager.AssetHierarchy.ScriptProjectDirtyManager.SetClean();
if (reloadAfterBuild)
{
EditorApp.Instance.InvokeOnMainThread(new () => {
+2
View File
@@ -23,6 +23,8 @@ namespace GlitchyEditor
public new static EditorApp Instance => Application.Instance as EditorApp;
public new EditorContentManager ContentManager => _contentManager;
private append BackgroundTaskManager _backgroundTaskManager = .();
public BackgroundTaskManager BackgroundTaskManager => _backgroundTaskManager;
+1 -1
View File
@@ -824,7 +824,7 @@ namespace GlitchyEditor
{
Debug.Profiler.ProfileFunction!();
if (allowRebuild && EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlay)
if (allowRebuild && _contentManager.AssetHierarchy.ScriptProjectDirtyManager.NeedsRebuild(EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlayMode))
{
// Don't immediately reload the scripts after the build, because SetActiveScene will do that anyway.
var task = _editor.BuildScripts(reloadAfterBuild: false);
+34 -3
View File
@@ -53,6 +53,20 @@ struct SettingAttribute : Attribute
}
}
/// Fields with this Attribute will be exposed as settings.
[AttributeUsage(AttributeTargets.StaticField, .ReflectAttribute)]
struct SettingValueAttribute : Attribute
{
public String Name;
public String Tooltip;
public this(String name, String tooltip = "")
{
Name = name;
Tooltip = tooltip;
}
}
/// Fields with this Attribute will be exposed as settings.
[AttributeUsage(.Method, .ReflectAttribute | .AlwaysIncludeTarget)]
struct CustomSettingRendererAttribute : Attribute
@@ -239,6 +253,24 @@ class IdeInstallation
// This would however be quite complicated to implement well, when looking at how different Visual Studio and Rider already are.
}
[Reflect]
enum RebuildOnPlay
{
[SettingValue("Off", "The scripts will not be rebuild when entering play mode.")]
Off,
[SettingValue("Always", "The scripts will always be rebuild when entering play mode.")]
Always,
[SettingValue("When any Asset changed", """
The scripts will automatically be rebuild when any asset in asset-directory changed, even if it is not necessary for the build process.
This can be helpful if you include files in your build-process that are not detected by the heuristic up to date check.
""")]
WhenAnyAssetsChanged,
[SettingValue("When the fancy dancy heuristic check says so.", """
A highly sophisticated heuristic will determine if a rebuild is required.
""")]
UseFastUpToDateCheck
}
[Reflect]
class ScriptSettings
{
@@ -269,10 +301,9 @@ class ScriptSettings
private bool _lookedForVs = false;
private bool _lookedForRider = false;
[Setting("Tools", "Rebuild scripts on play", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
public bool RebuildOnPlay = true;
[Setting("Tools", "Rebuild scripts on play mode", "Configures if and how the scripts will be rebuilt every time the play mode is entered."), BonInclude]
public RebuildOnPlay RebuildOnPlayMode = .UseFastUpToDateCheck;
[Setting("Tools", "Automatically rebuild changed scripts", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
public bool AutoRebuildOnChange = true;
+33 -2
View File
@@ -363,12 +363,23 @@ namespace GlitchyEditor
// TODO: handle multiple Flags (as a separate enum type handler though!)
StringView currentName = "";
StringView currentTooltip = "";
for (let (name, value) in Enum.GetEnumerator(fieldInfo.FieldType))
{
if (value == underlyingValue)
{
currentName = name;
if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
{
currentName = settingValue.Name;
currentTooltip = settingValue.Tooltip;
}
else
{
currentName = name;
}
break;
}
}
@@ -379,7 +390,17 @@ namespace GlitchyEditor
{
bool isSelected = (name == currentName);
if (ImGui.Selectable(name.ToScopeCStr!(), isSelected))
StringView valueName = name;
StringView valueTooltip = "";
if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
{
valueName = settingValue.Name;
valueTooltip = settingValue.Tooltip;
}
if (ImGui.Selectable(valueName.ToScopeCStr!(), isSelected))
{
// Set value in field reference
switch (fieldInfo.FieldType.Size)
@@ -393,10 +414,20 @@ namespace GlitchyEditor
if (!isSelected)
_settingsChanged = true;
}
if (!valueTooltip.IsEmpty)
{
ImGui.AttachTooltip(valueTooltip);
}
}
ImGui.EndCombo();
}
if (!currentTooltip.IsEmpty)
{
ImGui.AttachTooltip(currentTooltip);
}
}
if (setting.Name == _SettingToHighlight)