feat: initial import
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using Godot;
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namespace GodotHostTest.GodotDI;
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public interface ISceneInstantiator
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{
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/// <summary>
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/// Instantiate a packed scene, just like <see cref="PackedScene.Instantiate"/>, but also looks for a scope between the top level children and triggers the dependency injection mechanism when found.
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/// </summary>
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/// <param name="packedScene">The packed scene to instantiate.</param>
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/// <returns>The created node, with its dependencies satisfied.</returns>
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Node Instantiate(PackedScene packedScene);
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/// <summary>
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/// Instantiate a packed scene, just like <see cref="PackedScene.Instantiate{T}"/>, but also looks for a scope between the top level children and triggers the dependency injection mechanism when found.
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/// </summary>
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/// <param name="packedScene">The packed scene to instantiate.</param>
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/// <returns>The created node, with its dependencies satisfied.</returns>
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T Instantiate<T>(PackedScene packedScene) where T : Node;
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}
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uid://bv7aut87rpm5u
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using System;
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namespace GodotHostTest.GodotDI;
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[AttributeUsage(AttributeTargets.Field)]
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public class InjectAttribute: Attribute;
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uid://mshffj1jlgi7
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using System;
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using System.Linq;
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using Godot;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Logging;
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using OwofGames.GodotHost;
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namespace GodotHostTest.GodotDI;
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/// <summary>
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/// The base class for a root scope. Implement this class and its abstract methods to kick off the DI system.
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/// </summary>
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public abstract partial class RootScope : Scope, ISceneInstantiator
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{
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private Host? _host;
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private Host Host
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{
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get => _host ??
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throw new InvalidOperationException(
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"Some method of RootScope has been invoked before it entered the tree");
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set => _host = value;
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}
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private ILogger<RootScope>? _logger;
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private ILogger<RootScope> Logger => _logger ??= Host.GetLogger<RootScope>();
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public override void _EnterTree()
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{
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// create the host
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Host = new HostBuilder()
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.SetServiceCollectionBuilder(InnerConfigure)
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.Build();
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// resolve nodes
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ResolveInjectedNodes(Host.ServiceProvider);
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}
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private void InnerConfigure(IServiceCollection serviceCollection)
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{
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serviceCollection.AddSingleton<ISceneInstantiator>(this);
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Configure(serviceCollection);
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}
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/// <summary>
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/// Configure the service collection by adding the registrations your game needs.
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/// </summary>
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/// <param name="serviceCollection">The service collection to enrich.</param>
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protected abstract void Configure(IServiceCollection serviceCollection);
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/// <inheritdoc/>
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public Node Instantiate(PackedScene packedScene)
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{
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var node = packedScene.Instantiate();
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var scope = node.GetChildren().OfType<Scope>().SingleOrDefault();
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if (scope == null)
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{
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Logger.LogDebug(
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"Instantiated the scene {PackedSceneName} through ISceneInstantiator.Instantiate, but no scope found.",
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packedScene.GetName());
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}
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else
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{
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scope.ResolveInjectedNodes(Host.ServiceProvider);
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}
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return node;
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}
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/// <inheritdoc/>
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public T Instantiate<T>(PackedScene packedScene)
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where T : Node
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{
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return (T)Instantiate(packedScene);
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}
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}
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@@ -0,0 +1 @@
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uid://fr0c6wwras8c
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@@ -0,0 +1,29 @@
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using System;
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using System.Reflection;
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using Godot;
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using Microsoft.Extensions.DependencyInjection;
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namespace GodotHostTest.GodotDI;
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public partial class Scope : Node
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{
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[Export] protected Node?[] InjectedNodes = [];
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internal void ResolveInjectedNodes(IServiceProvider serviceProvider)
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{
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// resolve the injected nodes
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// TODO: move to source generator, make it the only way for injection
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foreach (var node in InjectedNodes)
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{
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if (node == null) continue;
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foreach (var field in node.GetType()
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.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic))
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{
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if (field.GetCustomAttribute<InjectAttribute>() == null) continue;
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var fieldType = field.FieldType;
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var service = serviceProvider.GetRequiredService(fieldType);
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field.SetValue(node, service);
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}
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}
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}
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}
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@@ -0,0 +1 @@
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uid://qjonl8stia46
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