/* * Copyright (C) 2008-2018 TrinityCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef SCRIPT_RELOADER_H #define SCRIPT_RELOADER_H #include #include #include "Define.h" #include /// Represents a strong reference to a dynamic library which /// provides C++ scripts. As long as one reference to the library exists /// the library is kept loaded in the server, which makes it possible to lazy /// unload several script types on demand (like SpellScripts), and to /// provide multiple versions of the same script to the script factories. /// /// Acquire a new reference through using: /// `ScriptReloadMgr::AcquireModuleReferenceOfContext` class ModuleReference { public: virtual ~ModuleReference() { } /// Returns the git revision hash of the referenced script module virtual char const* GetScriptModuleRevisionHash() const = 0; /// Returns the name of the referenced script module virtual char const* GetScriptModule() const = 0; /// Returns the path to the script module virtual boost::filesystem::path const& GetModulePath() const = 0; }; /// Provides the whole physical dynamic library unloading capability. /// Loads, Reloads and Unloads dynamic libraries on changes and /// informs the ScriptMgr about changes which were made. /// The ScriptReloadMgr is also responsible for watching the source directory /// and to invoke a build on changes. class TC_GAME_API ScriptReloadMgr { protected: ScriptReloadMgr() { } public: virtual ~ScriptReloadMgr() { } /// Initializes the ScriptReloadMgr virtual void Initialize() { } /// Needs to be called periodically to check for updates on script modules. /// Expects to be invoked in a thread safe way which means it's required that /// the current thread is the only one which accesses the world data. virtual void Update() { } /// Unloads the ScriptReloadMgr virtual void Unload() { } /// Returns an owning reference to the current module of the given context static std::shared_ptr AcquireModuleReferenceOfContext( std::string const& context); /// Returns the unique ScriptReloadMgr singleton instance static ScriptReloadMgr* instance(); }; #define sScriptReloadMgr ScriptReloadMgr::instance() #endif // SCRIPT_RELOADER_H