示例#1
0
        public PluginManager(GameController gameController, Graphics graphics, MultiThreadManager multiThreadManager)
        {
            _gameController               = gameController;
            _graphics                     = graphics;
            _multiThreadManager           = multiThreadManager;
            Plugins                       = new List <PluginWrapper>();
            Directories                   = new Dictionary <string, string>();
            RootDirectory                 = AppDomain.CurrentDomain.BaseDirectory;
            Directories[PluginsDirectory] = Path.Combine(RootDirectory, PluginsDirectory);

            Directories[CompiledPluginsDirectory] =
                Path.Combine(Directories[PluginsDirectory], CompiledPluginsDirectory);

            Directories[SourcePluginsDirectory]               = Path.Combine(Directories[PluginsDirectory], SourcePluginsDirectory);
            _gameController.EntityListWrapper.EntityAdded    += EntityListWrapperOnEntityAdded;
            _gameController.EntityListWrapper.EntityRemoved  += EntityListWrapperOnEntityRemoved;
            _gameController.EntityListWrapper.EntityAddedAny += EntityListWrapperOnEntityAddedAny;
            _gameController.EntityListWrapper.EntityIgnored  += EntityListWrapperOnEntityIgnored;
            _gameController.Area.OnAreaChange += AreaOnOnAreaChange;


            foreach (var directory in Directories)
            {
                if (!Directory.Exists(directory.Value))
                {
                    DebugWindow.LogMsg($"{directory.Value} doesn't exists, but don't worry i created it for you.");
                    Directory.CreateDirectory(directory.Value);
                }
            }

            Task.Run(() => LoadPlugins(gameController));
        }
示例#2
0
        public PluginManager(GameController gameController, Graphics graphics, MultiThreadManager multiThreadManager)
        {
            _gameController                                   = gameController;
            _graphics                                         = graphics;
            _multiThreadManager                               = multiThreadManager;
            RootDirectory                                     = AppDomain.CurrentDomain.BaseDirectory;
            Directories["Temp"]                               = Path.Combine(RootDirectory, PluginsDirectory, "Temp");
            Directories[PluginsDirectory]                     = Path.Combine(RootDirectory, PluginsDirectory);
            Directories[CompiledPluginsDirectory]             = Path.Combine(Directories[PluginsDirectory], CompiledPluginsDirectory);
            Directories[SourcePluginsDirectory]               = Path.Combine(Directories[PluginsDirectory], SourcePluginsDirectory);
            _gameController.EntityListWrapper.EntityAdded    += EntityListWrapperOnEntityAdded;
            _gameController.EntityListWrapper.EntityRemoved  += EntityListWrapperOnEntityRemoved;
            _gameController.EntityListWrapper.EntityAddedAny += EntityListWrapperOnEntityAddedAny;
            _gameController.EntityListWrapper.EntityIgnored  += EntityListWrapperOnEntityIgnored;
            _gameController.Area.OnAreaChange                += AreaOnOnAreaChange;

            bool parallelLoading = _gameController.Settings.CoreSettings.MultiThreadLoadPlugins;

            foreach (var directory in Directories)
            {
                if (!Directory.Exists(directory.Value))
                {
                    DebugWindow.LogMsg($"{directory.Value} doesn't exists, but don't worry i created it for you.");
                    Directory.CreateDirectory(directory.Value);
                }
            }

            (var compiledPlugins, var sourcePlugins) = SearchPlugins();
            List <(Assembly asm, bool source)> assemblies = new List <(Assembly, bool)>();
            var locker = new object();

            var task = Task.Run(() =>
            {
                var compilePluginsFromSource = CompilePluginsFromSource(sourcePlugins);
                lock (locker)
                {
                    compilePluginsFromSource.ForEach(assembly => assemblies.Add((assembly, true)));
                }
            });
            var task2 = Task.Run(() =>
            {
                var compiledAssemblies = GetCompiledAssemblies(compiledPlugins);
                lock (locker)
                {
                    compiledAssemblies.Where(x => x != null).ForEach(assembly => assemblies.Add((assembly, false)));
                }
            });

            Task.WaitAll(task, task2);

            if (parallelLoading)
            {
                Parallel.ForEach(assemblies, tuple => TryLoadAssemble(tuple.asm, tuple.source));
            }
            else
            {
                assemblies.ForEach(tuple => TryLoadAssemble(tuple.asm, tuple.source));
            }

            Plugins = Plugins.OrderBy(x => x.Order).ThenByDescending(x => x.CanBeMultiThreading).ThenBy(x => x.Name).ToList();
            if (parallelLoading)
            {
                //Pre init some general objects because with multi threading load they can null sometimes for some plugin
                var ingameStateIngameUi   = gameController.IngameState.IngameUi;
                var ingameStateData       = gameController.IngameState.Data;
                var ingameStateServerData = gameController.IngameState.ServerData;
                Parallel.ForEach(Plugins, wrapper => InitPlugin(wrapper.Plugin));
            }
            else
            {
                Plugins.ForEach(wrapper => InitPlugin(wrapper.Plugin));
            }

            AreaOnOnAreaChange(gameController.Area.CurrentArea);
            AllPluginsLoaded = true;
        }
示例#3
0
文件: Runner.cs 项目: zaafar/ExileApi
        public void ParallelUpdate()
        {
            if (MultiThreadManager == null || MultiThreadManager.ThreadsCount < 1)
            {
                Update();
                return;
            }

            if (Coroutines.Count <= 0)
            {
                return;
            }
            jobs.Clear();

            for (var i = 0; i < Coroutines.Count; i++)
            {
                var coroutine = Coroutines[i];

                if (!coroutine.IsDone)
                {
                    if (!coroutine.Running)
                    {
                        continue;
                    }

                    if (coroutine.NextIterRealWork && !coroutine.SyncModWork)
                    {
                        var addJob = MultiThreadManager.AddJob(() =>
                        {
                            var moveNext = coroutine.MoveNext();
                            if (!moveNext)
                            {
                                coroutine.Done();
                            }
                        }, coroutine.Name);

                        jobs.Add(addJob);
                    }
                    else
                    {
                        time = sw.Elapsed.TotalMilliseconds;
                        double delta = 0;

                        var moveNext = coroutine.MoveNext();
                        if (!moveNext)
                        {
                            coroutine.Done();
                        }
                        delta = sw.Elapsed.TotalMilliseconds - time;
                        CoroutinePerformance[coroutine.Name] += delta;

                        if (delta > CriticalTimeWork)
                        {
                            Console.WriteLine(
                                $"Coroutine {coroutine.Name} ({coroutine.OwnerName}) [{Name}] {delta} $Performance coroutine");
                        }
                    }
                }
                else
                {
                    _finishedCoroutines.Add(new CoroutineDetails(coroutine.Name, coroutine.OwnerName, coroutine.Ticks, coroutine.Started,
                                                                 DateTime.Now));

                    FinishedCoroutineCount++;
                    Coroutines.Remove(coroutine);
                }
            }

            MultiThreadManager.Process(this);
            SpinWait.SpinUntil(() => jobs.AllF(job => job.IsCompleted), 500);

            foreach (var job in jobs)
            {
                CoroutinePerformance[job.Name] += job.ElapsedMs;
            }
        }
示例#4
0
        public PluginManager(GameController gameController, Graphics graphics, MultiThreadManager multiThreadManager)
        {
            _gameController               = gameController;
            _graphics                     = graphics;
            _multiThreadManager           = multiThreadManager;
            RootDirectory                 = AppDomain.CurrentDomain.BaseDirectory;
            Directories["Temp"]           = Path.Combine(RootDirectory, PluginsDirectory, "Temp");
            Directories[PluginsDirectory] = Path.Combine(RootDirectory, PluginsDirectory);

            Directories[CompiledPluginsDirectory] =
                Path.Combine(Directories[PluginsDirectory], CompiledPluginsDirectory);

            Directories[SourcePluginsDirectory]               = Path.Combine(Directories[PluginsDirectory], SourcePluginsDirectory);
            _gameController.EntityListWrapper.EntityAdded    += EntityListWrapperOnEntityAdded;
            _gameController.EntityListWrapper.EntityRemoved  += EntityListWrapperOnEntityRemoved;
            _gameController.EntityListWrapper.EntityAddedAny += EntityListWrapperOnEntityAddedAny;
            _gameController.EntityListWrapper.EntityIgnored  += EntityListWrapperOnEntityIgnored;
            _gameController.Area.OnAreaChange += AreaOnOnAreaChange;

            parallelLoading = _gameController.Settings.CoreSettings.MultiThreadLoadPlugins;

            foreach (var directory in Directories)
            {
                if (!Directory.Exists(directory.Value))
                {
                    DebugWindow.LogMsg($"{directory.Value} doesn't exists, but don't worry i created it for you.");
                    Directory.CreateDirectory(directory.Value);
                }
            }

            var(compiledPlugins, sourcePlugins) = SearchPlugins();
            List <(Assembly asm, DirectoryInfo directoryInfo)> assemblies = new List <(Assembly, DirectoryInfo)>();

            Task task = null;

            if (sourcePlugins.Length > 0)
            {
                task = Task.Run(() =>
                {
                    var compilePluginsFromSource = CompilePluginsFromSource(sourcePlugins);
                });
            }


            var compiledAssemblies = GetCompiledAssemblies(compiledPlugins, parallelLoading);

            var devTree = Plugins.FirstOrDefault(x => x.Name.Equals("DevTree"));

            task?.Wait();
            Plugins = Plugins.OrderBy(x => x.Order).ThenByDescending(x => x.CanBeMultiThreading).ThenBy(x => x.Name)
                      .ToList();

            if (devTree != null)
            {
                try
                {
                    var fieldInfo = devTree.Plugin.GetType().GetField("Plugins");
                    List <PluginWrapper> devTreePlugins() => Plugins;

                    fieldInfo.SetValue(devTree.Plugin, (Func <List <PluginWrapper> >)devTreePlugins);
                }
                catch (Exception e)
                {
                    LogError(e.ToString());
                }
            }
            if (parallelLoading)
            {
                //Pre init some general objects because with multi threading load they can null sometimes for some plugin
                var ingameStateIngameUi   = gameController.IngameState.IngameUi;
                var ingameStateData       = gameController.IngameState.Data;
                var ingameStateServerData = gameController.IngameState.ServerData;
                Parallel.ForEach(Plugins, wrapper => wrapper.Initialise(gameController));
            }
            else
            {
                Plugins.ForEach(wrapper => wrapper.Initialise(gameController));
            }

            AreaOnOnAreaChange(gameController.Area.CurrentArea);
            Plugins.ForEach(x => x.SubscrideOnFile(HotReloadDll));
            AllPluginsLoaded = true;
        }