mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-11-04 12:51:48 +00:00
Skip unnecessary (de-)serializations when reloading script assembly
This commit is contained in:
@@ -712,6 +712,8 @@ namespace GlitchyEditor
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private void CloseCurrentProject()
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{
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Log.EngineLogger.Trace("Closing current Project...");
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CloseCurrentScene();
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SetEditorScene(null);
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@@ -721,6 +723,8 @@ namespace GlitchyEditor
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// TODO: Do actual work here!
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delete _currentProject;
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_currentProject = null;
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Log.EngineLogger.Trace("Project closed.");
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}
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private Result<void> LoadAndOpenProject(StringView workspacePath)
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@@ -744,29 +748,43 @@ namespace GlitchyEditor
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CloseCurrentProject();
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Log.EngineLogger.Trace("Opening Project...");
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_currentProject = project;
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_editor.CurrentProject = _currentProject;
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Log.EngineLogger.Trace("Preparing asset manager...");
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String appAssemblyPath = scope String();
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_contentManager.SetAssetCacheDirectory(_currentProject.GetScopedPath!(".cache"));
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_contentManager.SetAssetDirectory(_currentProject.AssetsFolder);
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_currentProject.PathInProject(appAssemblyPath, scope $".cache/bin/{_currentProject.Name}.dll");
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ScriptEngine.SetAppAssemblyPath(appAssemblyPath);
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Log.EngineLogger.Trace("Loading script assembly...");
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ScriptEngine.SetAppAssemblyPath(appAssemblyPath, retainScriptData: false);
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if (!_currentProject.UserSettings.LastOpenedScene.IsWhiteSpace)
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{
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String lastSceneFile = _currentProject.GetScopedPath!(_currentProject.UserSettings.LastOpenedScene);
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if (File.Exists(lastSceneFile))
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{
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Log.EngineLogger.Trace("Opening last opened scene...");
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LoadSceneFile(lastSceneFile);
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}
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else
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{
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Log.EngineLogger.Trace("Opening new scene...");
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CreateAndOpenNewScene();
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}
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}
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else
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{
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Log.EngineLogger.Trace("Opening new scene...");
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CreateAndOpenNewScene();
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}
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UpdateWindowTitle();
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@@ -776,6 +794,8 @@ namespace GlitchyEditor
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EditorApp.Instance.Settings.Save();
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}
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Log.EngineLogger.Trace("Project opened.");
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return .Ok;
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}
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@@ -800,27 +820,34 @@ namespace GlitchyEditor
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append ScriptInstanceSerializer _scriptSerializer = .();
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/// Starts the play mode for the current scene
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private void OnScenePlay()
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private void OnScenePlay(SceneState newSceneState)
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{
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Debug.Profiler.ProfileFunction!();
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Runtime.Assert(newSceneState == .Play || newSceneState == .Simulate, "newSceneState must either be Play or Simulate");
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Log.EngineLogger.AssertDebug(_scriptSerializer.SerializedObjectCount == 0, "Somehow some entities are serialized.");
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if (EditorApp.Instance.Settings.EditorSettings.ClearLogOnPlay)
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Editor.Instance.LogWindow.ClearLog();
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/// Save the in memory state of the script intances so se can recreate it after stopping play/simulation
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_scriptSerializer.SerializeScriptInstances();
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_editor.SceneViewportWindow.EditorMode = false;
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_sceneState = .Play;
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_sceneState = newSceneState;
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using (Scene runtimeScene = new Scene())
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{
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_editorScene.CopyTo(runtimeScene, true);
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// In simulation mode we don't want any scripts to run, just physics.
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_editorScene.CopyTo(runtimeScene, _sceneState == .Play);
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SetActiveScene(runtimeScene, startRuntime: true, startSimulation: true, newPlayMode: .Play);
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SetActiveScene(runtimeScene, startRuntime: (_sceneState == .Play), startSimulation: true, newPlayMode: (_sceneState == .Play ? .Play : .Simulation));
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_scriptSerializer.DeserializeScriptInstances();
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if (_sceneState == .Play)
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{
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_scriptSerializer.DeserializeScriptInstances();
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}
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}
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_editor.CurrentScene = _activeScene;
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@@ -867,25 +894,6 @@ namespace GlitchyEditor
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SetReference!(_activeScene, scene);
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}
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/// Starts the physics simulation mode for the current scene
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private void OnSceneSimulate()
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{
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_editor.SceneViewportWindow.EditorMode = false;
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_sceneState = .Simulate;
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using (Scene simulationScene = new Scene())
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{
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_editorScene.CopyTo(simulationScene, false);
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SetActiveScene(simulationScene, startRuntime: false, startSimulation: true, newPlayMode: .Simulation);
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}
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_editor.CurrentScene = _activeScene;
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if (EditorApp.Instance.Settings.EditorSettings.SwitchToPlayerOnSimulate)
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SwitchToPlayWindow();
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}
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/// Pauses the scene
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private void OnScenePause()
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{
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@@ -916,9 +924,9 @@ namespace GlitchyEditor
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if (_activeScene == null)
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return;
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SetActiveScene(_editorScene, startRuntime: true, startSimulation: false, newPlayMode: .Editor);
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Log.EngineLogger.Trace("Stopping current scene and returing to edit mode...");
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// TODO: _editorScene.DeserializeScripts(scriptData);
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SetActiveScene(_editorScene, startRuntime: true, startSimulation: false, newPlayMode: .Editor);
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_editor.SceneViewportWindow.EditorMode = true;
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_sceneState = .Edit;
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@@ -935,14 +943,19 @@ namespace GlitchyEditor
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* into "Editor"-mode (because Game-Mode works on a copy of the scene).
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*/
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GameViewportSizeChanged(null, _editor.GameViewportWindow.RenderedViewportSize);
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if (_scriptSerializer.SerializedObjectCount != 0)
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{
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// Reconstruct state before play
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_scriptSerializer.DeserializeScriptInstances();
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_scriptSerializer.Clear();
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}
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}
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if (EditorApp.Instance.Settings.EditorSettings.SwitchToEditorOnStop)
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SwitchToEditorWindow();
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// Reconstruct state before play
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_scriptSerializer.DeserializeScriptInstances();
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_scriptSerializer.Clear();
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Log.EngineLogger.Trace("Switched to edit mode.");
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}
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/// Stops the scene and cleans up the subsystems to allow loading another scene.
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@@ -975,6 +988,8 @@ namespace GlitchyEditor
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/// Sets the current editor scene
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private void SetEditorScene(Scene scene, ScriptInstanceSerializer serializedObjects = null)
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{
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Log.EngineLogger.Trace($"Switching to scene \"{(scene?.Name ?? "<none>")}\"...");
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_editorScene?.Stop();
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SetReference!(_editorScene, scene);
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@@ -994,6 +1009,7 @@ namespace GlitchyEditor
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}
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UpdateWindowTitle();
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Log.EngineLogger.Trace($"Switched scene to \"{(scene?.Name ?? "<none>")}\".");
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}
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/// Creates a new default scene.
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@@ -1231,7 +1247,7 @@ namespace GlitchyEditor
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ImGui.PushID(0);
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if (ImGui.ImageButton("", _editorIcons.Play, .(size, size), .Zero, .Ones))
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OnScenePlay();
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OnScenePlay(.Play);
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ImGui.PopID();
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@@ -1242,7 +1258,7 @@ namespace GlitchyEditor
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ImGui.PushID(1);
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if (ImGui.ImageButton("", _editorIcons.Simulate, .(size, size), .Zero, .Ones))
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OnSceneSimulate();
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OnScenePlay(.Simulate);
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ImGui.PopID();
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@@ -1514,7 +1530,7 @@ namespace GlitchyEditor
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if(ImGui.BeginMenu("Tools", true))
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{
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if(ImGui.MenuItem("Reload Scripts"))
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ScriptEngine.ReloadAssemblies();
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ScriptEngine.ReloadAssemblies(retainScriptData: true);
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#if GE_EDITOR_IMGUI_DEMO
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ImGui.Checkbox("Show ImGui Demo", &_showImguiDemoWindow);
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@@ -192,11 +192,11 @@ static class ScriptEngine
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}
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/// Changes the path to the current app assembly.
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public static void SetAppAssemblyPath(StringView appAssemblyPath)
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public static void SetAppAssemblyPath(StringView appAssemblyPath, bool retainScriptData)
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{
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_appAssemblyPath.Set(appAssemblyPath);
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ReloadAssemblies();
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ReloadAssemblies(retainScriptData);
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}
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static void InitRuntime()
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@@ -239,7 +239,7 @@ static class ScriptEngine
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Application.Instance.InvokeOnMainThread(new () =>
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{
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ReloadAssemblies();
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ReloadAssemblies(retainScriptData: true);
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_requestingReload = false;
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_userAssemblyWatcher.StartRaisingEvents();
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@@ -290,12 +290,12 @@ static class ScriptEngine
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}
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/// Starts the script runtime and sets the context scene.
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public static void StartRuntime(Scene context)
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public static void StartRuntime(Scene context, bool retainScriptData = true)
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{
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Debug.Assert(s_Context == null, "StartRuntime was called twice without StopRuntime in between!");
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Context = context;
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ReloadAssemblies();
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ReloadAssemblies(retainScriptData);
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}
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/// Stopts the script runtime and disposes of all script instances.
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@@ -415,7 +415,7 @@ static class ScriptEngine
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CoreClrHelper.FreeScriptClassNames();
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}
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public static void ReloadAssemblies()
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public static void ReloadAssemblies(bool retainScriptData = true)
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{
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Debug.Profiler.ProfileFunction!();
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@@ -423,9 +423,13 @@ static class ScriptEngine
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Log.EngineLogger.Info("Reloading script assemblies.");
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ScriptInstanceSerializer contextSerializer = scope .();
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ScriptInstanceSerializer contextSerializer = null;
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contextSerializer.SerializeScriptInstances();
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if (retainScriptData)
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{
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contextSerializer = scope:: .();
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contextSerializer.SerializeScriptInstances();
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}
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UnloadScriptAssemblies();
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@@ -449,7 +453,10 @@ static class ScriptEngine
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}
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}
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contextSerializer.DeserializeScriptInstances();
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if (retainScriptData)
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{
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contextSerializer.DeserializeScriptInstances();
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}
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Log.EngineLogger.Info("Script assemblies reloaded!");
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}
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@@ -86,6 +86,7 @@ struct GlueParamAttribute : Attribute
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}
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}
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/// Collects all methods in ScriptGlue that have a RegisterCallAttribute. Generates a function pointer for them as well as outputting a json file that can be used to generate the script library side of the ScriptGlue construct.
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[AttributeUsage(.Struct)]
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struct EngineFunctionsGeneratorAttribute : Attribute, IComptimeTypeApply
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{
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@@ -195,11 +196,13 @@ struct EngineFunctionsGeneratorAttribute : Attribute, IComptimeTypeApply
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}
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}
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/// A struct containing all pointers to functions that can be called from the script library.
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[EngineFunctionsGenerator]
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struct EngineFunctions
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{
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static Self _functions;
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/// Sends the references to all ScriptGlue functions to the script library.
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[RegisterMethod]
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public static void FillEngineFunctions()
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{
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@@ -210,7 +213,7 @@ struct EngineFunctions
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}
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}
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/* Adding this attribute to a method will log method entry and returned Result<T> errors */
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/// Collects all methods in ScriptGlue that have a RegisterCallAttribute. Generates the assignment of the corresponding function pointer in EngineFunctions.
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[AttributeUsage(.Method | .Constructor)]
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public struct RegisterMethodAttribute : Attribute, IOnMethodInit
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{
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@@ -262,6 +265,7 @@ static class ScriptGlue
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private static String _lastExceptionMessage = new .() ~ delete _;
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/// Initializes the glue layer between native engine and script library.
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public static void Init()
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{
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if (_setEngineFunctions == null)
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@@ -274,6 +278,13 @@ static class ScriptGlue
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RegisterManagedComponents();
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}
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/// Collects and sends the function pointers to all glue functions to the script library.
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private static void RegisterCalls()
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{
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EngineFunctions.FillEngineFunctions();
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}
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/// Creates the function pointers to create, remove and check for components and sends them to the script library.
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public static void RegisterManagedComponents()
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{
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Debug.Profiler.ProfileFunction!();
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@@ -288,11 +299,7 @@ static class ScriptGlue
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RegisterComponent<MeshRendererComponent>();
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}
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private static void RegisterCalls()
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{
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EngineFunctions.FillEngineFunctions();
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}
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/// Register the function pointers to create, remove and check for components of the specified type and sends them to the script library.
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private static void RegisterComponent<T>() where T : struct, new
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{
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String fullComponentTypeName = scope String();
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@@ -1558,6 +1565,7 @@ static class ScriptGlue
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asset
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}*/
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/// Set an exception message that the script library can collect when a glue function returned an error.
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static void SetExceptionMessage(StringView message)
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{
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_lastExceptionMessage.Set(message);
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@@ -1,6 +1,7 @@
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using System.Collections;
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using GlitchyEngine.Core;
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using GlitchyEngine.Serialization;
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using System;
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namespace GlitchyEngine.Scripting;
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@@ -45,6 +46,8 @@ public class ScriptInstanceSerializer
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{
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Debug.Profiler.ProfileFunction!();
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Log.EngineLogger.Trace($"Serializing {Internal.UnsafeCastToPtr(this)}...");
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Init();
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for (let (id, scriptInstance) in ScriptEngine._entityScriptInstances)
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@@ -79,6 +82,8 @@ public class ScriptInstanceSerializer
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{
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Debug.Profiler.ProfileFunction!();
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Log.EngineLogger.Trace($"Deserializing {Internal.UnsafeCastToPtr(this)}...");
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Init();
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for (let (id, script) in ScriptEngine._entityScriptInstances)
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@@ -293,7 +293,8 @@ namespace GlitchyEngine.World
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private void StartRuntime()
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{
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ScriptEngine.StartRuntime(this);
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// We don't retain data of script instances, because our callers do that if necessary
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ScriptEngine.StartRuntime(this, retainScriptData: false);
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// Initialize ScriptComponents
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for (let (handle, scriptComponent) in _ecsWorld.Enumerate<ScriptComponent>())
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