/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 "Define.h"
#include
#include
namespace boost::filesystem
{
class path;
}
/// 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() = default;
/// 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() = default;
public:
ScriptReloadMgr(ScriptReloadMgr const&) = delete;
ScriptReloadMgr(ScriptReloadMgr&&) = delete;
ScriptReloadMgr& operator=(ScriptReloadMgr const&) = delete;
ScriptReloadMgr& operator=(ScriptReloadMgr&&) = delete;
virtual ~ScriptReloadMgr() = default;
/// 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