Klimczak.Jan Posted July 24, 2018 Share Posted July 24, 2018 Hi, I think that it may be usefull to have possibility to load and unload from memory plugins (e.g. with FreeLibrary() ) at runtime. Cheers, Jan Link to comment
unclebob Posted July 27, 2018 Share Posted July 27, 2018 Hi there! Could you please provide a use case for that feature? What are you trying to achieve? 1 Link to comment
Klimczak.Jan Posted September 1, 2019 Author Share Posted September 1, 2019 (edited) Hi @unclebob, Forgive for late answer. What I need is that when you use plugin_quit command in console then such plugin still ocupies memory and cannot be recompiled befor you quit Editor (the plugin file is locked). It would be very usefull if you add command FreeLibrary() in plugin_quit logic (or add possibility to free it in different way). Cheers Edited September 1, 2019 by Klimczak.Jan Link to comment
silent Posted September 2, 2019 Share Posted September 2, 2019 Hi Jan, Thanks for the additional information. I've created a feature request regarding this in our bug tracker (right now it has minor priority). 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Klimczak.Jan Posted September 2, 2019 Author Share Posted September 2, 2019 (edited) Hi @silent, Thanks for quick response. I just thinnk that there may be an extra issue that internal counter for load such plugin is bigger than one and that's why the plugin is not full unloaded. Both cases are rather easy to verify (find invocation of FreeLibbrary and for second just debug and count Load plugin invocation in code). Also fix it shouldn't take a long time :) and I cannot do it from loaded plugin myself ... and at the moment it is the only possibility to execute own code in Editor. Cheers Edited September 2, 2019 by Klimczak.Jan Link to comment
silent Posted September 3, 2019 Share Posted September 3, 2019 Yep, I understand that inconvenience. We also plan to release initial version of Editor2 API in the 2.10 SDK update. It would no be fully functional yet, but maybe it will allow some new possibilities that you currently can't achieve. 2 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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