BsEngineScriptLibrary.cpp 3.1 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. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  40. }
  41. void EngineScriptLibrary::reload()
  42. {
  43. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  44. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  45. // Do a full refresh if we have already loaded script assemblies
  46. if (mScriptAssembliesLoaded)
  47. {
  48. Vector<std::pair<String, Path>> assemblies;
  49. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  50. if (FileSystem::exists(gameAssemblyPath))
  51. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  52. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  53. }
  54. else // Otherwise just additively load them
  55. {
  56. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  57. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  58. if (FileSystem::exists(gameAssemblyPath))
  59. {
  60. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  61. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  62. }
  63. mScriptAssembliesLoaded = true;
  64. }
  65. }
  66. void EngineScriptLibrary::destroy()
  67. {
  68. unloadAssemblies();
  69. shutdownModules();
  70. }
  71. void EngineScriptLibrary::unloadAssemblies()
  72. {
  73. ManagedResourceManager::instance().clear();
  74. MonoManager::instance().unloadScriptDomain();
  75. ScriptObjectManager::instance().processFinalizedObjects();
  76. }
  77. void EngineScriptLibrary::shutdownModules()
  78. {
  79. ScriptVirtualInput::shutDown();
  80. ScriptInput::shutDown();
  81. ManagedResourceManager::shutDown();
  82. MonoManager::shutDown();
  83. ScriptGameObjectManager::shutDown();
  84. ScriptResourceManager::shutDown();
  85. ScriptAssemblyManager::shutDown();
  86. ScriptObjectManager::shutDown();
  87. GameResourceManager::shutDown();
  88. ScriptDebug::shutDown();
  89. PlayInEditorManager::shutDown();
  90. }
  91. }