BsEngineScriptLibrary.cpp 3.4 KB

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  1. #include "BsEngineScriptLibrary.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoAssembly.h"
  4. #include "BsScriptAssemblyManager.h"
  5. #include "BsScriptResourceManager.h"
  6. #include "BsScriptGameObjectManager.h"
  7. #include "BsManagedResourceManager.h"
  8. #include "BsScriptManager.h"
  9. #include "BsScriptInput.h"
  10. #include "BsScriptVirtualInput.h"
  11. #include "BsScriptObjectManager.h"
  12. #include "BsGameResourceManager.h"
  13. #include "BsApplication.h"
  14. #include "BsFileSystem.h"
  15. #include "BsScriptDebug.h"
  16. #include "BsPlayInEditorManager.h"
  17. namespace BansheeEngine
  18. {
  19. EngineScriptLibrary::EngineScriptLibrary()
  20. :mScriptAssembliesLoaded(false)
  21. { }
  22. void EngineScriptLibrary::initialize()
  23. {
  24. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  25. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  26. MonoManager::startUp();
  27. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  28. PlayInEditorManager::startUp();
  29. ScriptDebug::startUp();
  30. GameResourceManager::startUp();
  31. ScriptObjectManager::startUp();
  32. ManagedResourceManager::startUp();
  33. ScriptAssemblyManager::startUp();
  34. ScriptResourceManager::startUp();
  35. ScriptGameObjectManager::startUp();
  36. ScriptInput::startUp();
  37. ScriptVirtualInput::startUp();
  38. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  39. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  40. if (FileSystem::exists(gameAssemblyPath))
  41. {
  42. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  43. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  44. }
  45. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  46. }
  47. void EngineScriptLibrary::reload()
  48. {
  49. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  50. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  51. // Do a full refresh if we have already loaded script assemblies
  52. if (mScriptAssembliesLoaded)
  53. {
  54. Vector<std::pair<String, Path>> assemblies;
  55. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  56. if (FileSystem::exists(gameAssemblyPath))
  57. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  58. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  59. }
  60. else // Otherwise just additively load them
  61. {
  62. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  63. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  64. if (FileSystem::exists(gameAssemblyPath))
  65. {
  66. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  67. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  68. }
  69. mScriptAssembliesLoaded = true;
  70. }
  71. }
  72. void EngineScriptLibrary::destroy()
  73. {
  74. unloadAssemblies();
  75. shutdownModules();
  76. }
  77. void EngineScriptLibrary::unloadAssemblies()
  78. {
  79. ManagedResourceManager::instance().clear();
  80. MonoManager::instance().unloadScriptDomain();
  81. ScriptObjectManager::instance().processFinalizedObjects();
  82. }
  83. void EngineScriptLibrary::shutdownModules()
  84. {
  85. ScriptVirtualInput::shutDown();
  86. ScriptInput::shutDown();
  87. ManagedResourceManager::shutDown();
  88. MonoManager::shutDown();
  89. ScriptGameObjectManager::shutDown();
  90. ScriptResourceManager::shutDown();
  91. ScriptAssemblyManager::shutDown();
  92. ScriptObjectManager::shutDown();
  93. GameResourceManager::shutDown();
  94. ScriptDebug::shutDown();
  95. PlayInEditorManager::shutDown();
  96. }
  97. }