feat: more plugin work and intra-scope communication

This commit is contained in:
redglow
2026-07-18 10:56:54 +02:00
parent 7c16dddbd0
commit ce58a3a2c2
22 changed files with 246 additions and 56 deletions
+35 -30
View File
@@ -4,6 +4,7 @@ using Godot;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using OwofGames.GodotHost;
using OwofGames.GodotLume;
using OwofGames.GodotLume.Microsoft.DependencyInjection;
namespace GodotHostTest.GodotDI;
@@ -15,6 +16,8 @@ public abstract partial class RootServiceSource : ServiceSource, ISceneInstantia
{
private Host? _host;
private ILogger<RootServiceSource>? _logger;
private Host Host
{
get => _host ??
@@ -23,57 +26,59 @@ public abstract partial class RootServiceSource : ServiceSource, ISceneInstantia
set => _host = value;
}
private ILogger<RootServiceSource>? _logger;
private ILogger<RootServiceSource> Logger => _logger ??= Host.GetLogger<RootServiceSource>();
/// <inheritdoc />
public Node Instantiate(PackedScene packedScene, Delegate? onScopeCreated = null)
{
var node = packedScene.Instantiate();
var scope = node.GetChildren().OfType<ServiceSource>().SingleOrDefault();
if (scope == null)
Logger.LogDebug(
"Instantiated the scene {PackedSceneName} through ISceneInstantiator.Instantiate, but no scope found.",
packedScene.GetName());
else
scope.ResolveInjectedNodes(Host.ServiceProvider, onScopeCreated);
return node;
}
/// <inheritdoc />
public T Instantiate<T>(PackedScene packedScene, Delegate? onScopeCreated = null)
where T : Node
{
return (T)Instantiate(packedScene, onScopeCreated);
}
public override void _EnterTree()
{
// create the host
Host = new HostBuilder()
.SetServiceCollectionBuilder(InnerConfigure)
.SetServiceProviderFactory(new LumeServiceProviderFactory())
.SetServiceProviderFactory(new LumeServiceProviderFactory(), Configure)
.Build();
// resolve nodes
ResolveInjectedNodes(Host.ServiceProvider);
ResolveInjectedNodes(Host.ServiceProvider, null);
}
private void InnerConfigure(IServiceCollection serviceCollection)
{
serviceCollection.AddSingleton<ISceneInstantiator>(this);
Configure(serviceCollection);
ConfigureServices(serviceCollection);
}
/// <summary>
/// Configure the service collection by adding the registrations your game needs.
/// </summary>
/// <param name="builder">The builder to enrich with your services.</param>
protected abstract void Configure(Builder builder);
/// <summary>
/// Configure the service collection by adding the registrations your game needs.
/// </summary>
/// <param name="serviceCollection">The service collection to enrich.</param>
protected abstract void Configure(IServiceCollection serviceCollection);
/// <inheritdoc/>
public Node Instantiate(PackedScene packedScene)
protected virtual void ConfigureServices(IServiceCollection serviceCollection)
{
var node = packedScene.Instantiate();
var scope = node.GetChildren().OfType<ServiceSource>().SingleOrDefault();
if (scope == null)
{
Logger.LogDebug(
"Instantiated the scene {PackedSceneName} through ISceneInstantiator.Instantiate, but no scope found.",
packedScene.GetName());
}
else
{
scope.ResolveInjectedNodes(Host.ServiceProvider);
}
return node;
}
/// <inheritdoc/>
public T Instantiate<T>(PackedScene packedScene)
where T : Node
{
return (T)Instantiate(packedScene);
}
}