Scene re-read through SceneManager.ReloadContent
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@@ -246,7 +246,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
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_editTabs.SaveCurrentFile();
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// The running game caches scenario headers and texts: drop them, so a new or
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// edited scenario plays on the next entry into its scene without a mod reload.
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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SetStatus(string.Format(ToolUi.Tr("tools/common/saved"), ScenarioFileService.GetDisplayPath(modId, relativePath)), ToolStatusKind.Ok);
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_infoPanel.Update(text);
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_thumbPanel.Load(text);
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@@ -29,7 +29,7 @@ namespace Cthangover.Tools.SceneEditor
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/// one of them — the file of the mod chosen in "Save to": the scene's own file when
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/// that mod defines it, otherwise a new file that adds to a foreign scene without
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/// touching the foreign mod. Backgrounds of the other files are shown locked, with
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/// their mod. After saving the game re-reads scenes (<see cref="SceneFileService.RefreshGame"/>),
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/// their mod. After saving the game re-reads scenes (<see cref="SceneManager.ReloadContent"/>),
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/// so a new scene can be entered at once with "Go to scene".
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/// </summary>
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public partial class SceneEditorWindow : ToolWindow
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@@ -466,7 +466,7 @@ namespace Cthangover.Tools.SceneEditor
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}
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var created = _isNew;
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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var name = _sceneName;
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var mod = _target.ModId;
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LoadSources();
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@@ -496,7 +496,7 @@ namespace Cthangover.Tools.SceneEditor
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}
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var path = _target.ModId + "/" + _target.RelativePath;
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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LoadSources();
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if (FilesOf(_sceneName).Any())
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{
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@@ -558,7 +558,7 @@ namespace Cthangover.Tools.SceneEditor
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SetStatus(ToolUi.Tr("tools/common/readonly"), ToolStatusKind.Error);
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return;
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}
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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RefreshAll();
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OpenScenarioEditor(key);
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SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/scenario_created"), key), ToolStatusKind.Ok);
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@@ -10,11 +10,9 @@ namespace Cthangover.Tools.Services
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{
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/// <summary>
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/// Scene files (<c>scenes/**.json</c>) of the loaded mods for the scene editor: reading
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/// them per mod in load order (the order the game merges them in), writing one, and
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/// making the running game see the change at once. The game caches scene definitions
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/// and scenario headers; <see cref="RefreshGame"/> drops those caches and lets
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/// <see cref="SceneManager"/> rescan, the same steps the scenario studio takes after
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/// creating a scene in its layer, so a new scene can be entered without a mod reload.
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/// them per mod in load order (the order the game merges them in), writing and deleting
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/// one. After a write the caller runs <see cref="SceneManager.ReloadContent"/>, so a new
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/// scene can be entered without a mod reload.
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/// </summary>
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public static class SceneFileService
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{
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@@ -62,15 +60,6 @@ namespace Cthangover.Tools.Services
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return true;
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}
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/// <summary>Makes the running game re-read scene files and scenario headers.</summary>
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public static void RefreshGame()
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{
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ScenarioDefs.Invalidate();
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ModManager.Instance.GetResolver<SceneDefinitionResolver>()?.ClearCache();
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AppServices.Current.SceneDefs.Clear();
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SceneManager.RescanScenes();
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}
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private static void Collect(IModFileProvider provider, string modId, string directory, List<SceneFileEntry> result)
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{
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foreach (var entry in provider.ListFiles(directory))
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@@ -107,7 +107,7 @@ namespace Cthangover.Tools.Tests.NovelFlow
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townOriginal = ModFileService.ReadText(Mod, TownScenario);
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File.WriteAllText(ProjectSettings.GlobalizePath(Backup), townOriginal ?? string.Empty);
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DeleteParkFiles();
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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Check(townOriginal != null && !Scenes.HasScene(Park), "the novel runs in the town, no park yet");
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OpenToolFromToolbar("tools/scene_editor/title");
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Next();
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@@ -351,7 +351,7 @@ namespace Cthangover.Tools.Tests.NovelFlow
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ModFileService.WriteText(Mod, TownScenario, townOriginal);
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File.Delete(ProjectSettings.GlobalizePath(Backup));
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DeleteParkFiles();
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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GameLogger.Log("TEST", $"[TEST_RESULT] name=novel_flow passed={passed} failed={failures.Count}");
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GetTree().Quit(failures.Count == 0 ? 0 : 1);
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}
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@@ -155,7 +155,7 @@ namespace Cthangover.Tools.Tests.Windows
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finally
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{
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DeleteLeftovers(scenePath, scenarioPath);
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SceneFileService.RefreshGame();
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SceneManager.ReloadContent();
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}
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}
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