Optimize VariantType to use static type name in game or from non-reloadable assemblies
This avoids many dynamic memory allocations in Visual Scripts and Anim Graph. #
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@@ -502,6 +502,7 @@ bool Scripting::LoadBinaryModules(const String& path, const String& projectFolde
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// C#
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if (managedPath.HasChars() && !((ManagedBinaryModule*)module)->Assembly->IsLoaded())
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{
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(((ManagedBinaryModule*)module)->Assembly)->_canReload = module->CanReload;
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if (((ManagedBinaryModule*)module)->Assembly->Load(managedPath, nativePath))
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{
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LOG(Error, "Failed to load C# assembly '{0}' for binary module {1}.", managedPath, name);
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@@ -528,6 +529,7 @@ bool Scripting::Load()
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#if USE_CSHARP
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// Load C# core assembly
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ManagedBinaryModule* corlib = GetBinaryModuleCorlib();
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corlib->CanReload = false;
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if (corlib->Assembly->LoadCorlib())
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{
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LOG(Error, "Failed to load corlib C# assembly.");
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@@ -581,6 +583,8 @@ bool Scripting::Load()
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LOG(Error, "Failed to load FlaxEngine C# assembly.");
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return true;
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}
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flaxEngineModule->CanReload = false;
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flaxEngineModule->Assembly->_canReload = false;
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onEngineLoaded(flaxEngineModule->Assembly);
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// Insert type aliases for vector types that don't exist in C++ but are just typedef (properly redirect them to actual types)
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