@@ -109,6 +109,45 @@ namespace
|
||||
#if USE_EDITOR
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||||
bool LastBinariesLoadTriggeredCompilation = false;
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||||
#endif
|
||||
|
||||
void ReleaseObjects(bool gameOnly)
|
||||
{
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||||
// Flush objects already enqueued objects to delete
|
||||
ObjectsRemovalService::Flush();
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||||
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||||
// Give GC a try to cleanup old user objects and the other mess
|
||||
MCore::GC::Collect();
|
||||
MCore::GC::WaitForPendingFinalizers();
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||||
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||||
// Destroy objects from game assemblies (eg. not released objects that might crash if persist in memory after reload)
|
||||
const auto flaxModule = GetBinaryModuleFlaxEngine();
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||||
_objectsLocker.Lock();
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||||
for (auto i = _objectsDictionary.Begin(); i.IsNotEnd(); ++i)
|
||||
{
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||||
auto obj = i->Value;
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||||
if (gameOnly && obj->GetTypeHandle().Module == flaxModule)
|
||||
continue;
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||||
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||||
#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
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||||
LOG(Info, "[OnScriptingDispose] obj = 0x{0:x}, {1}", (uint64)obj.Ptr, String(obj.TypeName));
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||||
#endif
|
||||
obj->OnScriptingDispose();
|
||||
}
|
||||
_objectsLocker.Unlock();
|
||||
|
||||
// Release assets sourced from game assemblies
|
||||
Array<Asset*> assets = Content::GetAssets();
|
||||
for (auto asset : assets)
|
||||
{
|
||||
if (asset->GetTypeHandle().Module == flaxModule)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
asset->DeleteObject();
|
||||
}
|
||||
ObjectsRemovalService::Flush();
|
||||
}
|
||||
}
|
||||
|
||||
Delegate<BinaryModule*> Scripting::BinaryModuleLoaded;
|
||||
@@ -566,36 +605,8 @@ void Scripting::Release()
|
||||
// Fire event
|
||||
ScriptsUnload();
|
||||
|
||||
// Cleanup
|
||||
ObjectsRemovalService::Flush();
|
||||
|
||||
// Cleanup some managed objects
|
||||
MCore::GC::Collect();
|
||||
MCore::GC::WaitForPendingFinalizers();
|
||||
|
||||
// Release managed objects instances for persistent objects (assets etc.)
|
||||
_objectsLocker.Lock();
|
||||
{
|
||||
for (auto i = _objectsDictionary.Begin(); i.IsNotEnd(); ++i)
|
||||
{
|
||||
auto obj = i->Value;
|
||||
#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
|
||||
LOG(Info, "[OnScriptingDispose] obj = 0x{0:x}, {1}", (uint64)obj.Ptr, String(obj.TypeName));
|
||||
#endif
|
||||
obj->OnScriptingDispose();
|
||||
}
|
||||
}
|
||||
_objectsLocker.Unlock();
|
||||
|
||||
// Release assets sourced from game assemblies
|
||||
const auto flaxModule = GetBinaryModuleFlaxEngine();
|
||||
for (auto asset : Content::GetAssets())
|
||||
{
|
||||
if (asset->GetTypeHandle().Module == flaxModule)
|
||||
continue;
|
||||
|
||||
asset->DeleteObjectNow();
|
||||
}
|
||||
ReleaseObjects(false);
|
||||
|
||||
auto* flaxEngineModule = (NativeBinaryModule*)GetBinaryModuleFlaxEngine();
|
||||
onEngineUnloading(flaxEngineModule->Assembly);
|
||||
@@ -673,39 +684,8 @@ void Scripting::Reload(bool canTriggerSceneReload)
|
||||
LOG(Info, "Start user scripts reload");
|
||||
ScriptsReloading();
|
||||
|
||||
// Flush cache (some objects may be deleted after reload start event)
|
||||
ObjectsRemovalService::Flush();
|
||||
|
||||
// Give GC a try to cleanup old user objects and the other mess
|
||||
MCore::GC::Collect();
|
||||
MCore::GC::WaitForPendingFinalizers();
|
||||
|
||||
// Destroy objects from game assemblies (eg. not released objects that might crash if persist in memory after reload)
|
||||
const auto flaxModule = GetBinaryModuleFlaxEngine();
|
||||
_objectsLocker.Lock();
|
||||
{
|
||||
for (auto i = _objectsDictionary.Begin(); i.IsNotEnd(); ++i)
|
||||
{
|
||||
auto obj = i->Value;
|
||||
if (obj->GetTypeHandle().Module == flaxModule)
|
||||
continue;
|
||||
|
||||
#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
|
||||
LOG(Info, "[OnScriptingDispose] obj = 0x{0:x}, {1}", (uint64)obj.Ptr, String(obj.TypeName));
|
||||
#endif
|
||||
obj->OnScriptingDispose();
|
||||
}
|
||||
}
|
||||
_objectsLocker.Unlock();
|
||||
|
||||
// Release assets sourced from game assemblies
|
||||
for (auto asset : Content::GetAssets())
|
||||
{
|
||||
if (asset->GetTypeHandle().Module == flaxModule)
|
||||
continue;
|
||||
|
||||
asset->DeleteObjectNow();
|
||||
}
|
||||
ReleaseObjects(true);
|
||||
|
||||
// Unload all game modules
|
||||
LOG(Info, "Unloading game binary modules");
|
||||
|
||||
Reference in New Issue
Block a user