2303c26783
We use collectible AssemblyLoadContexts as that's the only way to allow reloading assemblies after building. However, collectible assemblies have some restrictions: - https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies Those restrictions can cause issues with third-party code, such as some mocking libraries. In order to work around this problem, we're going to load assemblies as collectible only in Godot editor, and not when running games. These issues will still exist in the editor, but this will be enough for some users.
65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Runtime.Loader;
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namespace GodotPlugins
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{
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public class PluginLoadContext : AssemblyLoadContext
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{
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private readonly AssemblyDependencyResolver _resolver;
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private readonly ICollection<string> _sharedAssemblies;
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private readonly AssemblyLoadContext _mainLoadContext;
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public string? AssemblyLoadedPath { get; private set; }
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public PluginLoadContext(string pluginPath, ICollection<string> sharedAssemblies,
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AssemblyLoadContext mainLoadContext, bool isCollectible)
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: base(isCollectible)
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{
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_resolver = new AssemblyDependencyResolver(pluginPath);
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_sharedAssemblies = sharedAssemblies;
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_mainLoadContext = mainLoadContext;
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}
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protected override Assembly? Load(AssemblyName assemblyName)
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{
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if (assemblyName.Name == null)
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return null;
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if (_sharedAssemblies.Contains(assemblyName.Name))
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return _mainLoadContext.LoadFromAssemblyName(assemblyName);
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string? assemblyPath = _resolver.ResolveAssemblyToPath(assemblyName);
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if (assemblyPath != null)
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{
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AssemblyLoadedPath = assemblyPath;
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// Load in memory to prevent locking the file
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using var assemblyFile = File.Open(assemblyPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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string pdbPath = Path.ChangeExtension(assemblyPath, ".pdb");
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if (File.Exists(pdbPath))
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{
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using var pdbFile = File.Open(pdbPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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return LoadFromStream(assemblyFile, pdbFile);
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}
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return LoadFromStream(assemblyFile);
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}
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return null;
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}
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protected override IntPtr LoadUnmanagedDll(string unmanagedDllName)
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{
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string? libraryPath = _resolver.ResolveUnmanagedDllToPath(unmanagedDllName);
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if (libraryPath != null)
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return LoadUnmanagedDllFromPath(libraryPath);
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return IntPtr.Zero;
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}
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}
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}
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