Restored the code that clears the Lua asset cache

This commit is contained in:
luissemp
2021-04-29 10:09:35 -07:00
parent fbdd26bbbc
commit 13cf0be08a
@@ -349,7 +349,7 @@ ScriptLoadResult ScriptSystemComponent::LoadAndGetNativeContext(const Data::Asse
// Check if already loaded
auto scriptIt = container->m_loadedScripts.find(asset.GetId().m_guid);
if (scriptIt != container->m_loadedScripts.end())
if (scriptIt != container->m_loadedScripts.end() && scriptIt->second.m_scriptAsset.Get())
{
lua_rawgeti(lua, LUA_REGISTRYINDEX, scriptIt->second.m_tableReference);
@@ -699,6 +699,10 @@ Data::AssetHandler::LoadResult ScriptSystemComponent::LoadAssetData(
script->m_scriptBuffer.resize(scriptDataLength);
stream->Read(scriptDataLength, script->m_scriptBuffer.data());
// Clear cached references in the event of a successful load. This function has to be queued on
// AssetBus where NotifyAssetReloaded is also queued, to ensure its execution before NotifyAssetReloaded
Data::AssetBus::QueueFunction(&ScriptSystemComponent::ClearAssetReferences, this, asset.GetId());
return Data::AssetHandler::LoadResult::LoadComplete;
}