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;
            }
        }
示例#2
0
        /// <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);
            }
        }
示例#3
0
        /// <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);
        }
示例#4
0
        /// <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;
        }
示例#6
0
        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;
        }