private static void UnloadAssemblies(ILogger log, AssemblyContainer assemblyContainer, List <ReloadedAssembly> loadedAssemblies) { for (int index = loadedAssemblies.Count - 1; index >= 0; index--) { var loadedAssembly = loadedAssemblies[index]; var assembly = loadedAssembly.PackageLoadedAssembly.Assembly; // Already unloaded or never loaded? if (assembly == null) { continue; } log?.Info($"Unloading assembly {assembly}"); // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Unregister(assembly); // Unload binary serialization DataSerializerFactory.UnregisterSerializationAssembly(assembly); // Unload assembly assemblyContainer.UnloadAssembly(assembly); loadedAssembly.PackageLoadedAssembly.Assembly = null; } }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { if (dependencies != null) { dependencies.Dispose(); } foreach (var assembly in assemblyContainer.LoadedAssemblies) { // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Unregister(assembly.Value); // Unload assembly assemblyContainer.UnloadAssembly(assembly.Value); } }
/// <inheritdoc/> public bool AssemblyUnload(DebugAssembly debugAssembly) { // Unload assembly in assemblyContainer lock (loadedAssemblies) { Assembly assembly; if (!loadedAssemblies.TryGetValue(debugAssembly, out assembly)) { return(false); } assemblyContainer.UnloadAssembly(assembly); loadedAssemblies.Remove(debugAssembly); AssemblyOnUnload(assembly); } return(true); }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. /// </summary> public void Dispose() { if (dependencies != null) { dependencies.Dispose(); } var loadedAssemblies = packages.SelectMany(x => x.LoadedAssemblies).ToList(); for (int index = loadedAssemblies.Count - 1; index >= 0; index--) { var loadedAssembly = loadedAssemblies[index]; if (loadedAssembly == null) { continue; } // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Unregister(loadedAssembly.Assembly); // Unload assembly assemblyContainer.UnloadAssembly(loadedAssembly.Assembly); } }
public static void Reload(Game game, AssemblyContainer assemblyContainer, List <Assembly> assembliesToUnregister, List <Assembly> assembliesToRegister) { List <Entity> entities = new List <Entity>(); if (game != null) { entities.AddRange(game.SceneSystem.SceneInstance); } CloneReferenceSerializer.References = new List <object>(); var loadedAssembliesSet = new HashSet <Assembly>(assembliesToUnregister); var reloadedComponents = new List <ReloadedComponentEntryLive>(); throw new NotImplementedException("Need to reimplement this to use IUnloadable"); foreach (var assembly in assembliesToUnregister) { // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Unregister(assembly); // Unload binary serialization DataSerializerFactory.UnregisterSerializationAssembly(assembly); // Unload assembly assemblyContainer.UnloadAssembly(assembly); } foreach (var assembly in assembliesToRegister) { ModuleRuntimeHelpers.RunModuleConstructor(assembly.ManifestModule); // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Register(assembly, AssemblyCommonCategories.Assets); DataSerializerFactory.RegisterSerializationAssembly(assembly); } // First pass of deserialization: recreate the scripts foreach (ReloadedComponentEntryLive reloadedScript in reloadedComponents) { // Try to create object var objectStart = reloadedScript.YamlEvents.OfType <MappingStart>().FirstOrDefault(); if (objectStart != null) { // Get type info var objectStartTag = objectStart.Tag; bool alias; var componentType = AssetYamlSerializer.Default.GetSerializerSettings().TagTypeRegistry.TypeFromTag(objectStartTag, out alias); if (componentType != null) { reloadedScript.NewComponent = (EntityComponent)Activator.CreateInstance(componentType); } } } // Second pass: update script references in live objects // As a result, any script references processed by Yaml serializer will point to updated objects (script reference cycle will work!) for (int index = 0; index < CloneReferenceSerializer.References.Count; index++) { var component = CloneReferenceSerializer.References[index] as EntityComponent; if (component != null) { var reloadedComponent = reloadedComponents.FirstOrDefault(x => x.OriginalComponent == component); if (reloadedComponent != null) { CloneReferenceSerializer.References[index] = reloadedComponent.NewComponent; } } } // Third pass: deserialize reloadedComponents.ForEach(x => ReplaceComponent(game, x)); CloneReferenceSerializer.References = null; }
public static void Reload(Game game, AssemblyContainer assemblyContainer, List <Assembly> assembliesToUnregister, List <Assembly> assembliesToRegister) { List <Entity> entities = new List <Entity>(); if (game != null) { entities.AddRange(game.SceneSystem.SceneInstance); } CloneReferenceSerializer.References = new List <object>(); var loadedAssembliesSet = new HashSet <Assembly>(assembliesToUnregister); var reloadedComponents = new List <ReloadedComponentEntryLive>(); var componentsToReload = AssemblyReloader.CollectComponentsToReload(entities, loadedAssembliesSet); foreach (var componentToReload in componentsToReload) { var parsingEvents = SerializeComponent(componentToReload.Component); // TODO: Serialize Scene script too (async?) -- doesn't seem necessary even for complex cases // (i.e. referencing assets, entities and/or scripts) but still a ref counting check might be good reloadedComponents.Add(new ReloadedComponentEntryLive(componentToReload, parsingEvents)); } foreach (var assembly in assembliesToUnregister) { // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Unregister(assembly); // Unload binary serialization DataSerializerFactory.UnregisterSerializationAssembly(assembly); // Unload assembly assemblyContainer.UnloadAssembly(assembly); } foreach (var assembly in assembliesToRegister) { ModuleRuntimeHelpers.RunModuleConstructor(assembly.ManifestModule); // Unregisters assemblies that have been registered in Package.Load => Package.LoadAssemblyReferencesForPackage AssemblyRegistry.Register(assembly, AssemblyCommonCategories.Assets); DataSerializerFactory.RegisterSerializationAssembly(assembly); } // First pass of deserialization: recreate the scripts foreach (ReloadedComponentEntryLive reloadedScript in reloadedComponents) { // Try to create object var objectStart = reloadedScript.YamlEvents.OfType <MappingStart>().FirstOrDefault(); if (objectStart != null) { // Get type info var objectStartTag = objectStart.Tag; bool alias; var componentType = YamlSerializer.GetSerializerSettings().TagTypeRegistry.TypeFromTag(objectStartTag, out alias); if (componentType != null) { reloadedScript.NewComponent = (EntityComponent)Activator.CreateInstance(componentType); } } } // Second pass: update script references in live objects // As a result, any script references processed by Yaml serializer will point to updated objects (script reference cycle will work!) for (int index = 0; index < CloneReferenceSerializer.References.Count; index++) { var component = CloneReferenceSerializer.References[index] as EntityComponent; if (component != null) { var reloadedComponent = reloadedComponents.FirstOrDefault(x => x.OriginalComponent == component); if (reloadedComponent != null) { CloneReferenceSerializer.References[index] = reloadedComponent.NewComponent; } } } // Third pass: deserialize reloadedComponents.ForEach(x => ReplaceComponent(game, x)); CloneReferenceSerializer.References = null; }