You're breathtaking!

This commit is contained in:
Wojtek Figat
2020-12-07 23:40:54 +01:00
commit 6fb9eee74c
5143 changed files with 1153594 additions and 0 deletions

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
namespace FlaxEngine
{
/// <summary>
/// Base class for all plugins used at runtime in game.
/// </summary>
/// <remarks>
/// Plugins should have a public and parameter-less constructor.
/// </remarks>
/// <seealso cref="FlaxEngine.Plugin" />
public abstract class GamePlugin : Plugin
{
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine
{
/// <summary>
/// Base class for game engine editor plugins.
/// </summary>
/// <remarks>
/// Plugins should have a public and parameter-less constructor.
/// </remarks>
public abstract class Plugin
{
/// <summary>
/// Gets the description.
/// </summary>
/// <remarks>
/// Plugin description should be a constant part of the plugin created in constructor and valid before calling <see cref="Initialize"/>.
/// </remarks>
public virtual PluginDescription Description => new PluginDescription
{
Name = GetType().Name,
Category = "Other",
Version = new Version(1, 0),
};
/// <summary>
/// Initialization method called when this plugin is loaded to the memory and can be used.
/// </summary>
public virtual void Initialize()
{
}
/// <summary>
/// Cleanup method called when this plugin is being unloaded or reloaded or engine is closing.
/// </summary>
public virtual void Deinitialize()
{
}
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine
{
/// <summary>
/// The engine plugin description container.
/// </summary>
public struct PluginDescription
{
/// <summary>
/// The name of the plugin.
/// </summary>
public string Name;
/// <summary>
/// The version of the plugin.
/// </summary>
public Version Version;
/// <summary>
/// The name of the author of the plugin.
/// </summary>
public string Author;
/// <summary>
/// The plugin author website URL.
/// </summary>
public string AuthorUrl;
/// <summary>
/// The homepage URL for the plugin.
/// </summary>
public string HomepageUrl;
/// <summary>
/// The plugin repository URL (for open-source plugins).
/// </summary>
public string RepositoryUrl;
/// <summary>
/// The plugin description.
/// </summary>
public string Description;
/// <summary>
/// The plugin category.
/// </summary>
public string Category;
/// <summary>
/// True if plugin is during Beta tests (before release).
/// </summary>
public bool IsBeta;
/// <summary>
/// True if plugin is during Alpha tests (early version).
/// </summary>
public bool IsAlpha;
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "PluginManager.h"
#include "FlaxEngine.Gen.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Scripting/BinaryModule.h"
#include "Engine/Scripting/ManagedCLR/MAssembly.h"
#include "Engine/Scripting/ManagedCLR/MMethod.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MUtils.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Debug/DebugLog.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Core/Log.h"
namespace PluginManagerImpl
{
MMethod* Internal_LoadPlugin = nullptr;
void LoadPlugin(MClass* klass, bool isEditor);
void OnAssemblyLoaded(MAssembly* assembly);
void OnAssemblyUnloading(MAssembly* assembly);
void OnBinaryModuleLoaded(BinaryModule* module);
}
using namespace PluginManagerImpl;
class PluginManagerService : public EngineService
{
public:
PluginManagerService()
: EngineService(TEXT("Plugin Manager"), 130)
{
}
bool Init() override;
void Dispose() override;
};
PluginManagerService PluginManagerServiceInstance;
void PluginManagerImpl::LoadPlugin(MClass* klass, bool isEditor)
{
if (Internal_LoadPlugin == nullptr)
{
Internal_LoadPlugin = PluginManager::GetStaticClass()->GetMethod("Internal_LoadPlugin", 2);
ASSERT(Internal_LoadPlugin);
}
MonoObject* exception = nullptr;
void* params[2];
params[0] = MUtils::GetType(klass->GetNative());
params[1] = &isEditor;
Internal_LoadPlugin->Invoke(nullptr, params, &exception);
if (exception)
{
DebugLog::LogException(exception);
}
}
void PluginManagerImpl::OnAssemblyLoaded(MAssembly* assembly)
{
PROFILE_CPU_NAMED("Load Assembly Plugins");
// Prepare FlaxEngine
auto engineAssembly = GetBinaryModuleFlaxEngine()->Assembly;
if (!engineAssembly->IsLoaded())
{
LOG(Warning, "Cannot find plugin class types for assembly {0} because FlaxEngine is not loaded.", assembly->ToString());
return;
}
const auto gamePluginClass = engineAssembly->GetClass("FlaxEngine.GamePlugin");
if (gamePluginClass == nullptr)
{
LOG(Warning, "Missing GamePlugin class.");
return;
}
#if USE_EDITOR
const auto editorPluginClass = engineAssembly->GetClass("FlaxEditor.EditorPlugin");
if (editorPluginClass == nullptr)
{
LOG(Warning, "Missing EditorPlugin class.");
return;
}
#endif
// Process all classes to find plugins
auto& classes = assembly->GetClasses();
for (auto i = classes.Begin(); i.IsNotEnd(); ++i)
{
auto mclass = i->Value;
// Skip invalid classes
if (mclass->IsGeneric() || mclass->IsStatic() || mclass->IsAbstract())
continue;
if (mclass->IsSubClassOf(gamePluginClass))
{
LoadPlugin(mclass, false);
}
#if USE_EDITOR
if (mclass->IsSubClassOf(editorPluginClass))
{
LoadPlugin(mclass, true);
}
#endif
}
}
void PluginManagerImpl::OnAssemblyUnloading(MAssembly* assembly)
{
// Cleanup plugins from this assembly
const auto disposeMethod = PluginManager::GetStaticClass()->GetMethod("Internal_Dispose", 1);
ASSERT(disposeMethod);
MonoObject* exception = nullptr;
void* params[1];
params[0] = assembly->GetNative();
disposeMethod->Invoke(nullptr, params, &exception);
if (exception)
{
DebugLog::LogException(exception);
}
}
void PluginManagerImpl::OnBinaryModuleLoaded(BinaryModule* module)
{
// Skip special modules
if (module == GetBinaryModuleFlaxEngine() ||
module == GetBinaryModuleCorlib())
return;
// Skip non-managed modules
auto managedModule = dynamic_cast<ManagedBinaryModule*>(module);
if (!managedModule)
return;
// Process already loaded C# assembly
if (managedModule->Assembly->IsLoaded())
{
OnAssemblyLoaded(managedModule->Assembly);
}
// Track C# assembly changes
managedModule->Assembly->Loaded.Bind(OnAssemblyLoaded);
managedModule->Assembly->Unloading.Bind(OnAssemblyUnloading);
}
bool PluginManagerService::Init()
{
// Process already loaded modules
for (auto module : BinaryModule::GetModules())
{
OnBinaryModuleLoaded(module);
}
// Register for new binary modules load actions
Scripting::BinaryModuleLoaded.Bind(&OnBinaryModuleLoaded);
return false;
}
void PluginManagerService::Dispose()
{
Scripting::BinaryModuleLoaded.Unbind(&OnBinaryModuleLoaded);
PROFILE_CPU_NAMED("Dispose Plugins");
// Cleanup all plugins
const auto disposeMethod = PluginManager::GetStaticClass()->GetMethod("Internal_Dispose");
ASSERT(disposeMethod);
MonoObject* exception = nullptr;
disposeMethod->Invoke(nullptr, nullptr, &exception);
if (exception)
{
DebugLog::LogException(exception);
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Reflection;
namespace FlaxEngine
{
/// <summary>
/// Plugin related event delegate type.
/// </summary>
/// <param name="plugin">The plugin.</param>
[HideInEditor]
public delegate void PluginDelegate(Plugin plugin);
public static partial class PluginManager
{
private static readonly List<GamePlugin> _gamePlugins = new List<GamePlugin>();
private static readonly List<Plugin> _editorPlugins = new List<Plugin>();
/// <summary>
/// Gets the loaded and enabled game plugins.
/// </summary>
public static IReadOnlyList<GamePlugin> GamePlugins => _gamePlugins;
/// <summary>
/// Gets the loaded and enabled editor plugins.
/// </summary>
public static IReadOnlyList<Plugin> EditorPlugins => _editorPlugins;
/// <summary>
/// Occurs before loading plugin.
/// </summary>
public static event PluginDelegate PluginLoading;
/// <summary>
/// Occurs when plugin gets loaded and initialized.
/// </summary>
public static event PluginDelegate PluginLoaded;
/// <summary>
/// Occurs before unloading plugin.
/// </summary>
public static event PluginDelegate PluginUnloading;
/// <summary>
/// Occurs when plugin gets unloaded. It should not be used anymore.
/// </summary>
public static event PluginDelegate PluginUnloaded;
/// <summary>
/// Determines whether can load the specified plugin.
/// </summary>
/// <param name="pluginDesc">The plugin description.</param>
/// <returns>True if load it, otherwise false.</returns>
public delegate bool CanLoadPluginDelegate(ref PluginDescription pluginDesc);
/// <summary>
/// Determines whether can load the specified plugin.
/// </summary>
public static CanLoadPluginDelegate CanLoadPlugin = DefaultCanLoadPlugin;
/// <summary>
/// Plugin related event delegate type.
/// </summary>
/// <param name="plugin">The plugin.</param>
public delegate void PluginDelegate(Plugin plugin);
/// <summary>
/// The default implementation for <see cref="CanLoadPlugin"/>.
/// </summary>
/// <param name="pluginDesc">The plugin description.</param>
/// <returns>True if load it, otherwise false.</returns>
public static bool DefaultCanLoadPlugin(ref PluginDescription pluginDesc)
{
return true;
//return !pluginDesc.DisabledByDefault;
}
private static void InvokeInitialize(Plugin plugin)
{
try
{
Debug.Write(LogType.Info, "Loading plugin " + plugin);
PluginLoading?.Invoke(plugin);
plugin.Initialize();
PluginLoaded?.Invoke(plugin);
}
catch (Exception ex)
{
Debug.LogException(ex);
Debug.LogErrorFormat("Failed to initialize plugin {0}. {1}", plugin, ex.Message);
}
}
private static void InvokeDeinitialize(Plugin plugin)
{
try
{
Debug.Write(LogType.Info, "Unloading plugin " + plugin);
PluginUnloading?.Invoke(plugin);
plugin.Deinitialize();
PluginUnloaded?.Invoke(plugin);
}
catch (Exception ex)
{
Debug.LogException(ex);
Debug.LogErrorFormat("Failed to deinitialize plugin {0}. {1}", plugin, ex.Message);
}
}
/// <summary>
/// Returns the first plugin of the provided type.
/// </summary>
/// <typeparam name="T">The plugin type.</typeparam>
/// <returns>The plugin, or null if not loaded.</returns>
public static T GetPlugin<T>() where T : class
{
foreach (Plugin p in _editorPlugins)
{
if (p.GetType() == typeof(T))
return (T)Convert.ChangeType(p, typeof(T));
}
foreach (GamePlugin gp in _gamePlugins)
{
if (gp.GetType() == typeof(T))
return (T)Convert.ChangeType(gp, typeof(T));
}
return null;
}
/// <summary>
/// Return the first plugin using the provided name.
/// </summary>
/// /// <param name="name">The plugin name.</param>
/// <returns>The plugin, or null if not loaded.</returns>
public static Plugin GetPlugin(string name)
{
foreach (Plugin p in _editorPlugins)
{
if (p.Description.Name.Equals(name))
return p;
}
foreach (GamePlugin gp in _gamePlugins)
{
if (gp.Description.Name.Equals(name))
return gp;
}
return null;
}
internal static void Internal_LoadPlugin(Type type, bool isEditor)
{
if (type == null)
throw new ArgumentNullException();
// Create and check if use it
var plugin = (Plugin)Activator.CreateInstance(type);
var desc = plugin.Description;
if (!CanLoadPlugin(ref desc))
{
Debug.Write(LogType.Info, "Skip loading plugin " + plugin);
return;
}
// Init
InvokeInitialize(plugin);
// Register
if (isEditor)
_editorPlugins.Add(plugin);
else
_gamePlugins.Add((GamePlugin)plugin);
}
internal static void Internal_Dispose(Assembly assembly)
{
for (int i = _editorPlugins.Count - 1; i >= 0 && _editorPlugins.Count > 0; i--)
{
if (_editorPlugins[i].GetType().Assembly == assembly)
{
InvokeDeinitialize(_editorPlugins[i]);
_editorPlugins.RemoveAt(i);
}
}
for (int i = _gamePlugins.Count - 1; i >= 0 && _gamePlugins.Count > 0; i--)
{
if (_gamePlugins[i].GetType().Assembly == assembly)
{
InvokeDeinitialize(_gamePlugins[i]);
_gamePlugins.RemoveAt(i);
}
}
}
internal static void Internal_Dispose()
{
int pluginsCount = _editorPlugins.Count + _gamePlugins.Count;
if (pluginsCount == 0)
return;
Debug.Write(LogType.Info, string.Format("Unloading {0} plugins", pluginsCount));
for (int i = _editorPlugins.Count - 1; i >= 0 && _editorPlugins.Count > 0; i--)
{
InvokeDeinitialize(_editorPlugins[i]);
_editorPlugins.RemoveAt(i);
}
for (int i = _gamePlugins.Count - 1; i >= 0 && _gamePlugins.Count > 0; i--)
{
InvokeDeinitialize(_gamePlugins[i]);
_gamePlugins.RemoveAt(i);
}
}
}
}

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Core/Collections/Array.h"
/// <summary>
/// Game and Editor plugins management service.
/// </summary>
API_CLASS(Static) class PluginManager
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(PluginManager);
};