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Reduced memory usage and fixed several memory leaks (#933)
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@@ -6,7 +6,7 @@ namespace AIStudio.Tools.PluginSystem;
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/// <summary>
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/// Represents the base of any AI Studio plugin.
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/// </summary>
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public abstract partial class PluginBase : IPluginMetadata
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public abstract partial class PluginBase : IPluginMetadata, IDisposable
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{
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private static string TB(string fallbackEN) => I18N.I.T(fallbackEN, typeof(PluginBase).Namespace, nameof(PluginBase));
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@@ -546,4 +546,18 @@ public abstract partial class PluginBase : IPluginMetadata
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}
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#endregion
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#region Implementation of IDisposable
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/// <summary>
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/// Releases the Lua runtime of this plugin.
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/// </summary>
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/// <remarks>
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/// Every plugin owns a Lua state, which is an entire scripting runtime. Dropping a plugin
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/// without disposing it leaves that runtime behind: before this existed, each hot reload added
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/// another set of them for as long as the app was running.
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/// </remarks>
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public void Dispose() => this.State.Dispose();
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#endregion
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}
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@@ -21,6 +21,16 @@ public static partial class PluginFactory
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AutoReset = false,
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};
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/// <summary>
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/// Whether hot reloading was set up already.
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/// </summary>
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/// <remarks>
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/// The timer and the watcher are static, while this method is called from a component. Calling
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/// it twice would add a second handler to each of them, and every change in the plugins
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/// directory would then trigger as many reloads as there were calls.
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/// </remarks>
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private static bool IS_HOT_RELOADING_SET_UP;
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public static void SetUpHotReloading()
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{
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if (!IsInitialized)
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@@ -29,6 +39,14 @@ public static partial class PluginFactory
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return;
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}
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if (IS_HOT_RELOADING_SET_UP)
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{
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LOG.LogInformation("Hot reloading is already set up. Skipping.");
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return;
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}
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IS_HOT_RELOADING_SET_UP = true;
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LOG.LogInformation($"Start hot reloading plugins for path '{HOT_RELOAD_WATCHER.Path}'.");
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try
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{
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@@ -69,8 +69,13 @@ public static partial class PluginFactory
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AVAILABLE_PLUGINS.Remove(plugin);
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if (RUNNING_PLUGINS.FirstOrDefault(runningPlugin => runningPlugin.Id == plugin.Id) is { } runningPluginToRemove)
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{
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RUNNING_PLUGINS.Remove(runningPluginToRemove);
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// The plugin is unloaded, so its Lua runtime is of no use anymore:
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runningPluginToRemove.Dispose();
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}
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LOG.LogInformation("Unloaded the plugin '{PluginName}' ({PluginId}). Reason: {Reason}.", plugin.Name, plugin.Id, reason);
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}
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@@ -18,6 +18,15 @@ public static partial class PluginFactory
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{
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LOG.LogInformation("Try to start or restart all plugins.");
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var configObjects = new List<PluginConfigurationObject>();
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//
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// Dropping the plugins is not enough: each one owns a Lua runtime, which we have to release
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// ourselves. Otherwise, every restart — above all every hot reload during development —
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// leaves another set of runtimes behind:
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//
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foreach (var runningPlugin in RUNNING_PLUGINS)
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runningPlugin.Dispose();
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RUNNING_PLUGINS.Clear();
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//
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