Fix continuous attempt to reload domain with API assemblies out of sync

(cherry picked from commit 762c912e8e)
This commit is contained in:
Ignacio Etcheverry 2018-07-25 21:54:21 +02:00 committed by Hein-Pieter van Braam
parent fc678567d7
commit 1a325e3580
1 changed files with 26 additions and 20 deletions

View File

@ -640,35 +640,41 @@ void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft
#ifdef TOOLS_ENABLED
void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
if (gdmono->is_runtime_initialized()) {
if (!gdmono->is_runtime_initialized())
return;
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
String name = ProjectSettings::get_singleton()->get("application/config/name");
if (name.empty()) {
name = "UnnamedProject";
}
String name = ProjectSettings::get_singleton()->get("application/config/name");
if (name.empty()) {
name = "UnnamedProject";
}
name += ".dll";
name += ".dll";
if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
if (!FileAccess::exists(proj_assembly->get_path())) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
if (!FileAccess::exists(proj_asm_path))
return; // No assembly to load
}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
if (!FileAccess::exists(proj_assembly->get_path())) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
if (!FileAccess::exists(proj_asm_path))
return; // No assembly to load
}
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
return; // No assembly to load
}
if (!gdmono->get_core_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE))
return; // The core API assembly to load is invalidated
if (!gdmono->get_editor_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR))
return; // The editor API assembly to load is invalidated
#ifndef NO_THREADS
lock->lock();
#endif