C#: Use `char *` with CoreCLR/MonoVM APIs
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@ -464,8 +464,8 @@ godot_plugins_initialize_fn initialize_coreclr_and_godot_plugins(bool &r_runtime
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String assembly_name = path::get_csharp_project_name();
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String tpa_list = make_tpa_list();
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const char *prop_keys[] = { HOSTFXR_STR("TRUSTED_PLATFORM_ASSEMBLIES") };
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const char *prop_values[] = { get_data(str_to_hostfxr(tpa_list)) };
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const char *prop_keys[] = { "TRUSTED_PLATFORM_ASSEMBLIES" };
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const char *prop_values[] = { tpa_list.utf8().get_data() };
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int nprops = sizeof(prop_keys) / sizeof(prop_keys[0]);
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void *coreclr_handle = nullptr;
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@ -478,9 +478,9 @@ godot_plugins_initialize_fn initialize_coreclr_and_godot_plugins(bool &r_runtime
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print_verbose(".NET: CoreCLR initialized");
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coreclr_create_delegate(coreclr_handle, domain_id,
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get_data(str_to_hostfxr(assembly_name)),
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HOSTFXR_STR("GodotPlugins.Game.Main"),
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HOSTFXR_STR("InitializeFromGameProject"),
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assembly_name.utf8().get_data(),
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"GodotPlugins.Game.Main",
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"InitializeFromGameProject",
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(void **)&godot_plugins_initialize);
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ERR_FAIL_NULL_V_MSG(godot_plugins_initialize, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
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