Files
GhostEngine/Ghost.Editor/SceneGraph/EditorWorldManager.cs
Misaki ff14c0f49a Refactor application structure and add unit tests
Added:
- New `ProgressService` class for managing progress indicators.
- New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling.
- `Ghost.UnitTest` project for unit testing with associated files and configurations.

Changed:
- `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`.
- `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`.
- `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host.
- `INavigationAware` interface from internal to public for broader access.
- `EditorState.cs` to activate `EditorApplication` with the current service provider.
- Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`.
- `NotificationService` class to implement `INotificationService` and refactor notification handling.
- `AssetPathToGlyphConverter` to handle file extensions consistently.
- Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`.
- `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services.
- `Logger` class to include a new method for logging errors with exceptions.

Updated:
- Manifest files and project files to reflect new structure and dependencies.
- Solution file `GhostEngine.sln` to include the new unit test project.
- Added several new test classes and methods in `UnitTests.cs`.
2025-06-10 16:32:32 +09:00

53 lines
1.7 KiB
C#

using Ghost.Editor.Resources;
using Ghost.Editor.Services.Contracts;
using Ghost.Engine.Resources;
using System.Text.Json;
namespace Ghost.Editor.SceneGraph;
public enum OpenWorldMode
{
Single,
Additive,
AdditiveWithoutLoading
}
public static class EditorWorldManager
{
// TODO: Use guid keys instead of string paths for better performance and uniqueness
private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
public static event Action<WorldNode>? OnWorldLoaded;
public static event Action<WorldNode>? OnWorldUnloaded;
public static async Task LoadWorld(string worldPath)
{
if (_loadedWorlds.ContainsKey(worldPath)
|| !File.Exists(worldPath)
|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
{
return;
}
var progressService = EditorApplication.GetService<IProgressService>();
progressService.ShowIndeterminateProgress("Loading world...");
foreach (var world in _loadedWorlds)
{
world.Value.Unload();
OnWorldUnloaded?.Invoke(world.Value);
}
await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
_loadedWorlds.Clear();
_loadedWorlds[worldPath] = deserializedScene;
await deserializedScene.LoadAsync();
progressService.HideProgress();
OnWorldLoaded?.Invoke(deserializedScene);
}
}