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Core/Game: Add a dynamic script reloader which reloads scripts modules on changes.
* is responsible for registering plain modules.
* requires compilation with the `WITH_DYNAMIC_LINKING` flag.
* requires further support of the ScriptMgr.
(cherry picked from commit bc0f2b6e5a)
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src/server/game/Scripting/ScriptReloadMgr.h
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81
src/server/game/Scripting/ScriptReloadMgr.h
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/*
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SCRIPT_RELOADER_H
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#define SCRIPT_RELOADER_H
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#include <memory>
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#include <string>
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#include "Define.h"
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#include <boost/filesystem/path.hpp>
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/// Represents a strong reference to a dynamic library which
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/// provides C++ scripts. As long as one reference to the library exists
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/// the library is kept loaded in the server, which makes it possible to lazy
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/// unload several script types on demand (like SpellScripts), and to
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/// provide multiple versions of the same script to the script factories.
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///
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/// Acquire a new reference through using:
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/// `ScriptReloadMgr::AcquireModuleReferenceOfContext`
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class ModuleReference
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{
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public:
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virtual ~ModuleReference() { }
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/// Returns the git revision hash of the referenced script module
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virtual char const* GetScriptModuleRevisionHash() const = 0;
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/// Returns the name of the referenced script module
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virtual char const* GetScriptModule() const = 0;
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/// Returns the path to the script module
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virtual boost::filesystem::path const& GetModulePath() const = 0;
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};
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/// Provides the whole physical dynamic library unloading capability.
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/// Loads, Reloads and Unloads dynamic libraries on changes and
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/// informs the ScriptMgr about changes which were made.
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/// The ScriptReloadMgr is also responsible for watching the source directory
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/// and to invoke a build on changes.
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class TC_GAME_API ScriptReloadMgr
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{
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protected:
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ScriptReloadMgr() { }
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public:
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virtual ~ScriptReloadMgr() { }
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/// Initializes the ScriptReloadMgr
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virtual void Initialize() { }
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/// Needs to be called periodically to check for updates on script modules.
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/// Expects to be invoked in a thread safe way which means it's required that
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/// the current thread is the only one which accesses the world data.
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virtual void Update() { }
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/// Unloads the ScriptReloadMgr
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virtual void Unload() { }
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/// Returns an owning reference to the current module of the given context
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static std::shared_ptr<ModuleReference> AcquireModuleReferenceOfContext(
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std::string const& context);
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/// Returns the unique ScriptReloadMgr singleton instance
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static ScriptReloadMgr* instance();
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};
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#define sScriptReloadMgr ScriptReloadMgr::instance()
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#endif // SCRIPT_RELOADER_H
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