Reworked file structure
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#include "ScriptingContext.h"
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#include "Nuake/Core/String.h"
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#include "Modules/EditorModule.h"
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void ScriptingContext::Initialize()
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{
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modules =
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{
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CreateRef<EditorNetAPI>()
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};
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for (auto& m : modules)
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{
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m->RegisterMethods();
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}
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// Load Nuake assembly DLL
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/*auto loadContext2 = Nuake::ScriptingEngineNet::Get().GetHostInstance()->CreateAssemblyLoadContext("NuakeEditorContext");
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nuakeAssembly = Nuake::ScriptingEngineNet::Get().ReloadEngineAPI(loadContext2);
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m_EditorAssembly = loadContext2.LoadAssembly("EditorNet.dll");
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for (const auto& netModule : modules)
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{
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for (const auto& [methodName, methodPtr] : netModule->GetMethods())
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{
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auto namespaceClassSplit = Nuake::String::Split(methodName, '.');
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m_EditorAssembly.AddInternalCall("Nuake." + namespaceClassSplit[0], namespaceClassSplit[1], methodPtr);
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}
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}
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m_EditorAssembly.UploadInternalCalls();
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m_EditorAssembly.GetType("Nuake.Editor").InvokeStaticMethod("Initialize");*/
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}
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void ScriptingContext::PushCommand(const std::string & command, const std::string & arg)
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{
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m_EditorAssembly.GetType("Nuake.Editor").InvokeStaticMethod("Initialize");
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}
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