Fix scripting object issue
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@@ -495,7 +495,7 @@ void Scripting::Release()
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{
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auto obj = i->Value;
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#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
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LOG(Info, "[OnScriptingDispose] obj = 0x{0:x}, {1}", (uint32)obj.Ptr, String(obj.TypeName));
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LOG(Info, "[OnScriptingDispose] obj = 0x{0:x}, {1}", (uint64)obj.Ptr, String(obj.TypeName));
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#endif
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obj->OnScriptingDispose();
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}
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@@ -589,6 +589,24 @@ void Scripting::Reload(bool canTriggerSceneReload)
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MCore::GC::Collect();
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MCore::GC::WaitForPendingFinalizers();
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// Destroy objects from game assemblies (eg. not released objects that might crash if persist in memory after reload)
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_objectsLocker.Lock();
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{
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const auto flaxModule = GetBinaryModuleFlaxEngine();
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for (auto i = _objectsDictionary.Begin(); i.IsNotEnd(); ++i)
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{
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auto obj = i->Value;
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if (obj->GetTypeHandle().Module == flaxModule)
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continue;
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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
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obj->OnScriptingDispose();
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}
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}
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_objectsLocker.Unlock();
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// Unload all game modules
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LOG(Info, "Unloading game binary modules");
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auto modules = BinaryModule::GetModules();
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@@ -821,7 +839,7 @@ void Scripting::OnManagedInstanceDeleted(ScriptingObject* obj)
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if (_objectsDictionary.ContainsValue(obj))
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{
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#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
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LOG(Info, "[OnManagedInstanceDeleted] obj = 0x{0:x}, {1}", (uint32)obj, String(ScriptingObjectData(obj).TypeName));
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LOG(Info, "[OnManagedInstanceDeleted] obj = 0x{0:x}, {1}", (uint64)obj, String(ScriptingObjectData(obj).TypeName));
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#endif
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obj->OnManagedInstanceDeleted();
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}
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@@ -877,7 +895,7 @@ void Scripting::RegisterObject(ScriptingObject* obj)
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#endif
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#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
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LOG(Info, "[RegisterObject] obj = 0x{0:x}, {1}", (uint32)obj, String(ScriptingObjectData(obj).TypeName));
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LOG(Info, "[RegisterObject] obj = 0x{0:x}, {1}", (uint64)obj, String(ScriptingObjectData(obj).TypeName));
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#endif
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_objectsDictionary.Add(obj->GetID(), obj);
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}
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@@ -889,7 +907,7 @@ void Scripting::UnregisterObject(ScriptingObject* obj)
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//ASSERT(!obj->_id.IsValid() || _objectsDictionary.ContainsValue(obj));
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#if USE_OBJECTS_DISPOSE_CRASHES_DEBUGGING
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LOG(Info, "[UnregisterObject] obj = 0x{0:x}, {1}", (uint32)obj, String(ScriptingObjectData(obj).TypeName));
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LOG(Info, "[UnregisterObject] obj = 0x{0:x}, {1}", (uint64)obj, String(ScriptingObjectData(obj).TypeName));
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#endif
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_objectsDictionary.Remove(obj->GetID());
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}
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