Skip unnecessary (de-)serializations when reloading script assembly

This commit is contained in:
Simon Lübeß
2026-09-13 21:11:35 +02:00
parent e3619ae93c
commit 8244033ac5
5 changed files with 91 additions and 54 deletions
+51 -35
View File
@@ -712,6 +712,8 @@ namespace GlitchyEditor
private void CloseCurrentProject()
{
Log.EngineLogger.Trace("Closing current Project...");
CloseCurrentScene();
SetEditorScene(null);
@@ -721,6 +723,8 @@ namespace GlitchyEditor
// TODO: Do actual work here!
delete _currentProject;
_currentProject = null;
Log.EngineLogger.Trace("Project closed.");
}
private Result<void> LoadAndOpenProject(StringView workspacePath)
@@ -741,32 +745,46 @@ namespace GlitchyEditor
{
if (project == null)
return .Err;
CloseCurrentProject();
Log.EngineLogger.Trace("Opening Project...");
_currentProject = project;
_editor.CurrentProject = _currentProject;
Log.EngineLogger.Trace("Preparing asset manager...");
String appAssemblyPath = scope String();
_contentManager.SetAssetCacheDirectory(_currentProject.GetScopedPath!(".cache"));
_contentManager.SetAssetDirectory(_currentProject.AssetsFolder);
_currentProject.PathInProject(appAssemblyPath, scope $".cache/bin/{_currentProject.Name}.dll");
ScriptEngine.SetAppAssemblyPath(appAssemblyPath);
Log.EngineLogger.Trace("Loading script assembly...");
ScriptEngine.SetAppAssemblyPath(appAssemblyPath, retainScriptData: false);
if (!_currentProject.UserSettings.LastOpenedScene.IsWhiteSpace)
{
String lastSceneFile = _currentProject.GetScopedPath!(_currentProject.UserSettings.LastOpenedScene);
if (File.Exists(lastSceneFile))
{
Log.EngineLogger.Trace("Opening last opened scene...");
LoadSceneFile(lastSceneFile);
}
else
{
Log.EngineLogger.Trace("Opening new scene...");
CreateAndOpenNewScene();
}
}
else
{
Log.EngineLogger.Trace("Opening new scene...");
CreateAndOpenNewScene();
}
UpdateWindowTitle();
@@ -776,6 +794,8 @@ namespace GlitchyEditor
EditorApp.Instance.Settings.Save();
}
Log.EngineLogger.Trace("Project opened.");
return .Ok;
}
@@ -800,27 +820,34 @@ namespace GlitchyEditor
append ScriptInstanceSerializer _scriptSerializer = .();
/// Starts the play mode for the current scene
private void OnScenePlay()
private void OnScenePlay(SceneState newSceneState)
{
Debug.Profiler.ProfileFunction!();
Runtime.Assert(newSceneState == .Play || newSceneState == .Simulate, "newSceneState must either be Play or Simulate");
Log.EngineLogger.AssertDebug(_scriptSerializer.SerializedObjectCount == 0, "Somehow some entities are serialized.");
if (EditorApp.Instance.Settings.EditorSettings.ClearLogOnPlay)
Editor.Instance.LogWindow.ClearLog();
/// Save the in memory state of the script intances so se can recreate it after stopping play/simulation
_scriptSerializer.SerializeScriptInstances();
_editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Play;
_sceneState = newSceneState;
using (Scene runtimeScene = new Scene())
{
_editorScene.CopyTo(runtimeScene, true);
// In simulation mode we don't want any scripts to run, just physics.
_editorScene.CopyTo(runtimeScene, _sceneState == .Play);
SetActiveScene(runtimeScene, startRuntime: true, startSimulation: true, newPlayMode: .Play);
SetActiveScene(runtimeScene, startRuntime: (_sceneState == .Play), startSimulation: true, newPlayMode: (_sceneState == .Play ? .Play : .Simulation));
_scriptSerializer.DeserializeScriptInstances();
if (_sceneState == .Play)
{
_scriptSerializer.DeserializeScriptInstances();
}
}
_editor.CurrentScene = _activeScene;
@@ -867,25 +894,6 @@ namespace GlitchyEditor
SetReference!(_activeScene, scene);
}
/// Starts the physics simulation mode for the current scene
private void OnSceneSimulate()
{
_editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Simulate;
using (Scene simulationScene = new Scene())
{
_editorScene.CopyTo(simulationScene, false);
SetActiveScene(simulationScene, startRuntime: false, startSimulation: true, newPlayMode: .Simulation);
}
_editor.CurrentScene = _activeScene;
if (EditorApp.Instance.Settings.EditorSettings.SwitchToPlayerOnSimulate)
SwitchToPlayWindow();
}
/// Pauses the scene
private void OnScenePause()
{
@@ -915,11 +923,11 @@ namespace GlitchyEditor
{
if (_activeScene == null)
return;
Log.EngineLogger.Trace("Stopping current scene and returing to edit mode...");
SetActiveScene(_editorScene, startRuntime: true, startSimulation: false, newPlayMode: .Editor);
// TODO: _editorScene.DeserializeScripts(scriptData);
_editor.SceneViewportWindow.EditorMode = true;
_sceneState = .Edit;
@@ -935,14 +943,19 @@ namespace GlitchyEditor
* into "Editor"-mode (because Game-Mode works on a copy of the scene).
*/
GameViewportSizeChanged(null, _editor.GameViewportWindow.RenderedViewportSize);
if (_scriptSerializer.SerializedObjectCount != 0)
{
// Reconstruct state before play
_scriptSerializer.DeserializeScriptInstances();
_scriptSerializer.Clear();
}
}
if (EditorApp.Instance.Settings.EditorSettings.SwitchToEditorOnStop)
SwitchToEditorWindow();
// Reconstruct state before play
_scriptSerializer.DeserializeScriptInstances();
_scriptSerializer.Clear();
Log.EngineLogger.Trace("Switched to edit mode.");
}
/// Stops the scene and cleans up the subsystems to allow loading another scene.
@@ -975,6 +988,8 @@ namespace GlitchyEditor
/// Sets the current editor scene
private void SetEditorScene(Scene scene, ScriptInstanceSerializer serializedObjects = null)
{
Log.EngineLogger.Trace($"Switching to scene \"{(scene?.Name ?? "<none>")}\"...");
_editorScene?.Stop();
SetReference!(_editorScene, scene);
@@ -994,6 +1009,7 @@ namespace GlitchyEditor
}
UpdateWindowTitle();
Log.EngineLogger.Trace($"Switched scene to \"{(scene?.Name ?? "<none>")}\".");
}
/// Creates a new default scene.
@@ -1231,7 +1247,7 @@ namespace GlitchyEditor
ImGui.PushID(0);
if (ImGui.ImageButton("", _editorIcons.Play, .(size, size), .Zero, .Ones))
OnScenePlay();
OnScenePlay(.Play);
ImGui.PopID();
@@ -1242,7 +1258,7 @@ namespace GlitchyEditor
ImGui.PushID(1);
if (ImGui.ImageButton("", _editorIcons.Simulate, .(size, size), .Zero, .Ones))
OnSceneSimulate();
OnScenePlay(.Simulate);
ImGui.PopID();
@@ -1514,7 +1530,7 @@ namespace GlitchyEditor
if(ImGui.BeginMenu("Tools", true))
{
if(ImGui.MenuItem("Reload Scripts"))
ScriptEngine.ReloadAssemblies();
ScriptEngine.ReloadAssemblies(retainScriptData: true);
#if GE_EDITOR_IMGUI_DEMO
ImGui.Checkbox("Show ImGui Demo", &_showImguiDemoWindow);