コード例 #1
0
        public DebuggingViewModel(GameStudioViewModel editor, IDebugService debugService)
            : base(editor.SafeArgument(nameof(editor)).ServiceProvider)
        {
            this.editor       = editor;
            this.debugService = debugService;

            outputTitle = outputTitleBase;

            BuildLog         = new BuildLogViewModel(ServiceProvider);
            LiveScriptingLog = new LoggerViewModel(ServiceProvider);
            LiveScriptingLog.AddLogger(assemblyReloadLogger);

            BuildProjectCommand     = new AnonymousTaskCommand(ServiceProvider, () => BuildProject(false));
            StartProjectCommand     = new AnonymousTaskCommand(ServiceProvider, () => BuildProject(true));
            CancelBuildCommand      = new AnonymousCommand(ServiceProvider, () => { currentBuild?.Cancel(); });
            LivePlayProjectCommand  = new AnonymousTaskCommand(ServiceProvider, LivePlayProject);
            ReloadAssembliesCommand = new AnonymousTaskCommand(ServiceProvider, ReloadAssemblies)
            {
                IsEnabled = false
            };
            ResetOutputTitleCommand = new AnonymousCommand(ServiceProvider, () => OutputTitle = outputTitleBase);

            modifiedAssemblies           = new Dictionary <PackageLoadedAssembly, ModifiedAssembly>();
            trackAssemblyChanges         = true;
            assemblyTrackingCancellation = new CancellationTokenSource();

            // Create script resolver
            scriptsSorter = new ScriptSourceCodeResolver();
            ServiceProvider.RegisterService(scriptsSorter);

            assemblyReloadLogger.MessageLogged += (sender, e) => Dispatcher.InvokeAsync(() => OutputTitle = outputTitleBase + '*');
            editor.Session.PropertyChanged     += SessionPropertyChanged;
            UpdateCommands();

            Task.Run(async() =>
            {
                var watcher = await editor.StrideAssets.Code.ProjectWatcher;
                await scriptsSorter.Initialize(editor.Session, watcher, assemblyTrackingCancellation.Token);
                PullAssemblyChanges(watcher);
            });
        }
コード例 #2
0
ファイル: Program.cs プロジェクト: JoltCrewStudios/stride
        private static async void Startup(UFile initialSessionPath)
        {
            try
            {
                InitializeLanguageSettings();
                var serviceProvider = InitializeServiceProvider();

                try
                {
                    PackageSessionPublicHelper.FindAndSetMSBuildVersion();
                }
                catch (Exception e)
                {
                    var message = "Could not find a compatible version of MSBuild.\r\n\r\n" +
                                  "Check that you have a valid installation with the required workloads, or go to [www.visualstudio.com/downloads](https://www.visualstudio.com/downloads) to install a new one.\r\n\r\n" +
                                  e;
                    await serviceProvider.Get <IEditorDialogService>().MessageBox(message, Core.Presentation.Services.MessageBoxButton.OK, Core.Presentation.Services.MessageBoxImage.Error);

                    app.Shutdown();
                    return;
                }

                // We use a MRU that contains the older version projects to display in the editor
                var mru = new MostRecentlyUsedFileCollection(InternalSettings.LoadProfileCopy, InternalSettings.MostRecentlyUsedSessions, InternalSettings.WriteFile);
                mru.LoadFromSettings();
                var editor = new GameStudioViewModel(serviceProvider, mru);
                AssetsPlugin.RegisterPlugin(typeof(StrideDefaultAssetsPlugin));
                AssetsPlugin.RegisterPlugin(typeof(StrideEditorPlugin));

                // Attempt to load the startup session, if available
                if (!UPath.IsNullOrEmpty(initialSessionPath))
                {
                    var sessionLoaded = await editor.OpenInitialSession(initialSessionPath);

                    if (sessionLoaded == true)
                    {
                        var mainWindow = new GameStudioWindow(editor);
                        Application.Current.MainWindow = mainWindow;
                        WindowManager.ShowMainWindow(mainWindow);
                        return;
                    }
                }

                // No session successfully loaded, open the new/open project window
                bool?completed;
                // The user might cancel after chosing a template to instantiate, in this case we'll reopen the window
                var startupWindow = new ProjectSelectionWindow
                {
                    WindowStartupLocation = WindowStartupLocation.CenterScreen,
                    ShowInTaskbar         = true,
                };
                var viewModel = new NewOrOpenSessionTemplateCollectionViewModel(serviceProvider, startupWindow);
                startupWindow.Templates = viewModel;
                startupWindow.ShowDialog();

                // The user selected a template to instantiate
                if (startupWindow.NewSessionParameters != null)
                {
                    // Clean existing entry in the MRU data
                    var directory = startupWindow.NewSessionParameters.OutputDirectory;
                    var name      = startupWindow.NewSessionParameters.OutputName;
                    var mruData   = new MRUAdditionalDataCollection(InternalSettings.LoadProfileCopy, GameStudioInternalSettings.MostRecentlyUsedSessionsData, InternalSettings.WriteFile);
                    mruData.RemoveFile(UFile.Combine(UDirectory.Combine(directory, name), new UFile(name + SessionViewModel.SolutionExtension)));

                    completed = await editor.NewSession(startupWindow.NewSessionParameters);
                }
                // The user selected a path to open
                else if (startupWindow.ExistingSessionPath != null)
                {
                    completed = await editor.OpenSession(startupWindow.ExistingSessionPath);
                }
                // The user cancelled from the new/open project window, so exit the application
                else
                {
                    completed = true;
                }

                if (completed != true)
                {
                    var windowsClosed = new List <Task>();
                    foreach (var window in Application.Current.Windows.Cast <Window>().Where(x => x.IsLoaded))
                    {
                        var tcs = new TaskCompletionSource <int>();
                        window.Unloaded += (s, e) => tcs.SetResult(0);
                        windowsClosed.Add(tcs.Task);
                    }

                    await Task.WhenAll(windowsClosed);

                    // When a project has been partially loaded, it might already have initialized some plugin that could conflict with
                    // the next attempt to start something. Better start the application again.
                    var commandLine = string.Join(" ", Environment.GetCommandLineArgs().Skip(1).Select(x => $"\"{x}\""));
                    var process     = new Process {
                        StartInfo = new ProcessStartInfo(typeof(Program).Assembly.Location, commandLine)
                    };
                    process.Start();
                    app.Shutdown();
                    return;
                }

                if (editor.Session != null)
                {
                    // If a session was correctly loaded, show the main window
                    var mainWindow = new GameStudioWindow(editor);
                    Application.Current.MainWindow = mainWindow;
                    WindowManager.ShowMainWindow(mainWindow);
                }
                else
                {
                    // Otherwise, exit.
                    app.Shutdown();
                }
            }
            catch (Exception)
            {
                app.Shutdown();
            }
        }