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ExecuteScriptCommand.cs
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51 lines (45 loc) · 1.94 KB
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using System;
using System.IO;
using System.Linq;
using ScriptCs.Contracts;
namespace ScriptCs.Command
{
internal class ExecuteScriptCommand : ExecuteScriptCommandBase, IScriptCommand
{
public ExecuteScriptCommand(
string script, string[] scriptArgs,
IFileSystem fileSystem, IScriptExecutor scriptExecutor,
IScriptPackResolver scriptPackResolver,
ILogProvider logProvider,
IAssemblyResolver assemblyResolver,
IScriptLibraryComposer composer) :
base(script, scriptArgs, fileSystem, scriptExecutor, scriptPackResolver, logProvider, assemblyResolver, composer)
{
}
public override CommandResult Execute()
{
try
{
var assemblyPaths = Enumerable.Empty<string>();
var workingDirectory = FileSystem.GetWorkingDirectory(Script);
if (workingDirectory != null)
{
assemblyPaths = AssemblyResolver.GetAssemblyPaths(workingDirectory);
}
Composer.Compose(workingDirectory);
ScriptExecutor.Initialize(assemblyPaths, _scriptPackResolver.GetPacks(), ScriptArgs);
// HACK: This is a (dirty) fix for #1086. This might be a temporary solution until some further refactoring can be done.
ScriptExecutor.ScriptEngine.CacheDirectory = Path.Combine(workingDirectory ?? FileSystem.CurrentDirectory, FileSystem.DllCacheFolder);
var scriptResult = ScriptExecutor.Execute(Script, ScriptArgs);
var commandResult = Inspect(scriptResult);
ScriptExecutor.Terminate();
return commandResult;
}
catch (Exception ex)
{
Logger.ErrorException("Error executing script '{0}'", ex, Script);
return CommandResult.Error;
}
}
}
}