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glitchy-engine-beef/GlitchyEngine/src/Scripting/ScriptEngine.bf
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2025-08-24 16:54:26 +02:00

523 lines
12 KiB
Beef

using System;
using System.IO;
using System.Collections;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
using GlitchyEngine.Serialization;
using GlitchyEngine.World;
using System.Diagnostics;
namespace GlitchyEngine.Scripting;
using internal GlitchyEngine.Scripting;
class EngineClasses
{
// TODO: Not all of these are actually ScriptClasses (actually none of them are...)
private NewScriptClass s_EngineObject;
private NewScriptClass s_ComponentRoot;
private NewScriptClass s_EntityRoot;
private EntityEditorWrapper s_EntityEditor;
private EntitySerializerWrapper s_EntitySerializer;
//private NewScriptClass s_SerializationContext;
private NewScriptClass s_Collision2D;
private NewScriptClass s_RunInEditModeAttribute;
public NewScriptClass EngineObject => s_EngineObject;
public NewScriptClass ComponentRoot => s_ComponentRoot;
public NewScriptClass EntityRoot => s_EntityRoot;
public EntityEditorWrapper EntityEditor => s_EntityEditor;
public EntitySerializerWrapper EntitySerializer => s_EntitySerializer;
public NewScriptClass Collision2D => s_Collision2D;
public NewScriptClass RunInEditModeAttribute => s_RunInEditModeAttribute;
public ~this()
{
ReleaseAndNullify();
}
internal void ReleaseAndNullify()
{
DeleteAndNullify!(s_EngineObject);
DeleteAndNullify!(s_EntityRoot);
DeleteAndNullify!(s_ComponentRoot);
DeleteAndNullify!(s_EntityEditor);
DeleteAndNullify!(s_EntitySerializer);
//ReleaseRefAndNullify!(s_SerializationContext);
DeleteAndNullify!(s_Collision2D);
DeleteAndNullify!(s_RunInEditModeAttribute);
}
internal void LoadClasses()
{
ReleaseAndNullify();
s_EngineObject = new NewScriptClass("GlitchyEngine.Core.EngineObject", .Empty, .None);
s_EntityRoot = new NewScriptClass("GlitchyEngine.Core.Entity", .Empty, .None);
s_ComponentRoot = new NewScriptClass("GlitchyEngine.Core.Component", .Empty, .None);
// Editor classes
s_EntityEditor = new EntityEditorWrapper();
s_EntitySerializer = new EntitySerializerWrapper();
s_Collision2D = new NewScriptClass("GlitchyEngine.Physics.Collision2D", .Empty, .None);
// Attributes
s_RunInEditModeAttribute = new NewScriptClass("GlitchyEngine.Editor.RunInEditModeAttribute", .Empty, .None);
}
}
static class ScriptEngine
{
// TODO: Maybe make it possible to set the path to ScriptCore just like for the script project?
// This would probably require a separate small project that just handles the script-engine interface.
public const String ScriptCorePath = "Resources/Scripts/ScriptCore.dll";
private static Scene s_Context ~ _?.ReleaseRef();
private static EngineClasses _classes = new .() ~ delete _;
public static EngineClasses Classes => _classes;
private static Dictionary<StringView, NewScriptClass> _entityScripts = new .() ~ DeleteDictionaryAndValues!(_);
internal static Dictionary<UUID, NewScriptInstance> _entityScriptInstances = new .() ~ {
for (var entry in _)
{
entry.value?.ReleaseRef();
}
delete _;
}
public static Dictionary<StringView, NewScriptClass> EntityClasses => _entityScripts;
/// 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 FileSystemWatcher _userAssemblyWatcher ~ delete _;
// TODO: This should be a global setting somewhere
private static bool _debuggingEnabled = true;
private static String _appAssemblyPath = new .() ~ delete _;
public class ApplicationData
{
private bool _isEditor;
private bool _isPlayer;
private bool _isInEditMode;
private bool _isInPlayMode;
public bool IsEditor
{
get => _isEditor;
set
{
_isEditor = value;
if (_isEditor)
_isPlayer = false;
}
}
public bool IsPlayer
{
get => _isPlayer;
set
{
_isPlayer = value;
if (_isPlayer)
_isEditor = false;
}
}
public bool IsInEditMode
{
get => _isInEditMode;
set
{
_isInEditMode = value;
if (_isInEditMode)
_isInPlayMode = false;
}
}
public bool IsInPlayMode
{
get => _isInPlayMode;
set
{
_isInPlayMode = value;
if (_isInPlayMode)
_isInEditMode = false;
}
}
}
private static ApplicationData _applicationData = new ApplicationData() ~ delete _;
/// Contains information about the application context
public static ApplicationData ApplicationInfo => _applicationData;
public static void Init()
{
InitRuntime();
//InitMono();
LoadScriptAssemblies();
}
/// Changes the path to the current app assembly.
public static void SetAppAssemblyPath(StringView appAssemblyPath)
{
_appAssemblyPath.Set(appAssemblyPath);
ReloadAssemblies();
}
static void InitRuntime()
{
// TODO: We currently have the utility methods (e.g. assembly loading) in ScriptCore,
// the problem is, that CoreCLR currently can't unload the initial assembly.
// this means that we cannot easily reload changes to ScriptCore.
// Since this basic infrastructure shouldn't really ever change we could make a tiny
// library with only that enabling us to reload script core.
CoreClrHelper.Init(ScriptCorePath);
}
/*static void InitMono()
{
Mono.mono_set_assemblies_path("mono/lib/4.5");
if (_debuggingEnabled)
{
char8*[2] options = .(
"--debugger-agent=transport=dt_socket,address=127.0.0.1:2550,server=y,suspend=n,loglevel=3,logfile=MonoDebugger.log",
"--soft-breakpoints"
);
Mono.mono_jit_parse_options(options.Count, &options);
Mono.mono_debug_init(.Mono);
}
s_RootDomain = Mono.mono_jit_init("GlitchyEngineJITRuntime");
Log.EngineLogger.Assert(s_RootDomain != null, "Failed to initialize mono root domain");
if (_debuggingEnabled)
{
Mono.mono_debug_domain_create(s_RootDomain);
}
Mono.mono_thread_set_main(Mono.mono_thread_current());
}*/
static bool _requestingReload = false;
static void InitAssemblyWatcher()
{
// We don't need a file system watcher, if we have nothing to watch...
if (!File.Exists(_appAssemblyPath))
return;
String directory = scope .();
Path.GetDirectoryPath(_appAssemblyPath, directory);
String fileName = scope .("*/");
Path.GetFileName(_appAssemblyPath, fileName);
if (_userAssemblyWatcher == null)
{
_userAssemblyWatcher = new FileSystemWatcher(directory, fileName);
_userAssemblyWatcher.OnChanged.Add(new (fileName) =>
{
_userAssemblyWatcher.StopRaisingEvents();
if (_requestingReload)
return;
_requestingReload = true;
Log.EngineLogger.Info("Script reload requested.");
Application.Instance.InvokeOnMainThread(new () =>
{
ReloadAssemblies();
_requestingReload = false;
_userAssemblyWatcher.StartRaisingEvents();
return true;
});
});
}
_userAssemblyWatcher.StartRaisingEvents();
}
static void LoadScriptAssemblies()
{
Debug.Profiler.ProfileFunction!();
// TODO: We should probably verify, that all required types actually exist.
Classes.LoadClasses();
ScriptGlue.Init();
// TODO: Check if files exist
if (File.Exists(_appAssemblyPath))
{
List<uint8> data = scope List<uint8>();
File.ReadAll(_appAssemblyPath, data);
List<uint8> pdbData = scope List<uint8>();
String pdbPath = scope .();
Path.ChangeExtension(_appAssemblyPath, ".pdb", pdbPath);
File.ReadAll(pdbPath, pdbData);
CoreClrHelper.LoadAppAssembly(data, pdbData);
GetEntitiesFromAssemblies();
//ScriptGlue.RegisterManagedComponents();
}
InitAssemblyWatcher();
}
/// Starts the script runtime and sets the context scene.
public static void StartRuntime(Scene context)
{
Debug.Assert(s_Context == null, "StartRuntime was called twice without StopRuntime in between!");
Context = context;
ReloadAssemblies();
}
/// Stopts the script runtime and disposes of all script instances.
public static void StopRuntime()
{
if (Context == null)
{
// 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();
Context = null;
}
/// Instantiates the entities script components script and runs the constructor.
/// Disposes of and replaces the old instance, if one exists.
public static bool InitializeInstance(Entity entity, ScriptComponent* script)
{
NewScriptClass scriptClass = GetScriptClass(script.ScriptClassName);
if (scriptClass == null)
return false;
UUID entityId = entity.UUID;
script.Instance = new NewScriptInstance(entityId, scriptClass);
script.Instance..ReleaseRef();
if (_entityScriptInstances.TryGetValue(entityId, let currentInstance))
currentInstance.ReleaseRef();
_entityScriptInstances[entityId] = script.Instance..AddRef();
script.Instance.Instantiate();
return true;
}
public static void DestroyInstance(Entity entity, ScriptComponent* script)
{
UUID entityId = entity.UUID;
if (script.Instance != null)
script.Instance = null;
script.ScriptClassName = null;
DestroyInstance(entityId);
}
public static void DestroyInstance(UUID entityId)
{
if (_entityScriptInstances.TryGetValue(entityId, let currentInstance))
currentInstance.ReleaseRef();
}
internal static void UnregisterScriptInstance(UUID entityId)
{
_entityScriptInstances.Remove(entityId);
}
public enum ScriptMethods : uint32
{
None = 0,
OnCreate = 0x1,
OnUpdate = 0x2,
OnDestroy = 0x4,
OnCollisionEnter2D = 0x8,
}
[Ordered]
struct ScriptClassInfo
{
public char8* Name;
public Guid Guid;
public ScriptMethods Methods;
public bool RunInEditMode;
}
private static void GetEntitiesFromAssemblies()
{
Debug.Profiler.ProfileFunction!();
CoreClrHelper.GetScriptClasses(let data, let entryCount);
Span<ScriptClassInfo> scriptClasses = .((.)data, entryCount);
List<NewScriptClass> newClasses = scope .();
ClearDictionaryAndDeleteValues!(_entityScripts);
for (var entry in scriptClasses)
{
NewScriptClass scriptClass = new .(StringView(entry.Name), entry.Guid, entry.Methods, entry.RunInEditMode);
newClasses.Add(scriptClass);
}
for (var scriptClass in newClasses)
{
_entityScripts.Add(scriptClass.FullName, scriptClass);
}
CoreClrHelper.FreeScriptClassNames();
}
public static void ReloadAssemblies()
{
Debug.Profiler.ProfileFunction!();
Log.EngineLogger.Info("Reloading script assemblies.");
ScriptInstanceSerializer contextSerializer = scope .();
contextSerializer.SerializeScriptInstances();
// TODO: Unload script assemblies, remove class handles, fire unload events?
LoadScriptAssemblies();
{
Debug.Profiler.ProfileScope!("Initialize Instances");
// We need to create a new instance for every entity
for (let (id, scriptInstance) in _entityScriptInstances)
{
if (Context.GetEntityByID(id) case .Ok(let entity))
{
ScriptComponent* script = entity.GetComponent<ScriptComponent>();
InitializeInstance(entity, script);
}
else
{
Log.EngineLogger.AssertDebug(false, "Entities script was just serialized but the entity doesn't exist anymore.");
}
}
}
contextSerializer.DeserializeScriptInstances();
Log.EngineLogger.Info("Script assemblies reloaded!");
}
public static void Shutdown()
{
/*Mono.mono_domain_set(s_RootDomain, false);
Mono.mono_domain_unload(s_AppDomain);
s_AppDomain = null;
Mono.mono_jit_cleanup(s_RootDomain);
s_RootDomain = null;*/
}
/// Returns the script class with the given name, or null, if no such class exists.
private static NewScriptClass GetScriptClass(StringView name)
{
EntityClasses.TryGetValue(name, let scriptClass);
return scriptClass;
}
internal static void LogScriptException(ScriptException exception, UUID entityId)
{
String entityInfo = scope .();
if (entityId != .Zero && Context != null)
{
exception.EntityId = entityId;
Result<Entity> sourceEntity = Context.GetEntityByID(entityId);
if (sourceEntity case .Ok(let e))
{
entityInfo.AppendF($" ({e.Name} | {entityId})");
}
}
Log.ClientLogger.Error($"Exception \"{exception.FullName}\": \"{exception.Message}\"{entityInfo}\nStackTrace:\n{exception.StackTrace}", exception);
}
// TODO: Wrap like the other classes
public static void ShowScriptEditor(Entity entity, ScriptComponent* scriptComponent)
{
if (scriptComponent.Instance == null)
return;
Classes.EntityEditor.ShowEntityEditor(scriptComponent.Instance, entity.UUID);
}
}