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- #include "BsScriptObjectManager.h"
- #include "BsScriptObject.h"
- #include "BsMonoManager.h"
- #include "BsScriptAssemblyManager.h"
- namespace BansheeEngine
- {
- ScriptObjectManager::ScriptObjectManager()
- {
- }
- void ScriptObjectManager::registerScriptObject(ScriptObjectBase* instance)
- {
- mScriptObjects.insert(instance);
- }
- void ScriptObjectManager::unregisterScriptObject(ScriptObjectBase* instance)
- {
- mScriptObjects.erase(instance);
- }
- void ScriptObjectManager::refreshAssemblies()
- {
- Map<ScriptObjectBase*, ScriptObjectBackup> backupData;
- onRefreshStarted();
- for (auto& scriptObject : mScriptObjects)
- backupData[scriptObject] = scriptObject->beginRefresh();
- MonoManager::instance().unloadScriptDomain();
- for (auto& scriptObject : mScriptObjects)
- assert(scriptObject->isPersistent() && "Non-persistent ScriptObject alive after domain unload.");
- for (auto& scriptObject : mScriptObjects)
- scriptObject->_clearManagedInstance();
- MonoManager::instance().loadScriptDomain();
- ScriptAssemblyManager::instance().refreshAssemblyInfo();
- onRefreshDomainLoaded();
- for (auto& scriptObject : mScriptObjects)
- scriptObject->_restoreManagedInstance();
- for (auto& scriptObject : mScriptObjects)
- scriptObject->endRefresh(backupData[scriptObject]);
- onRefreshComplete();
- }
- }
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