Fix continuous attempt to reload domain with API assemblies out of sync
(cherry picked from commit 762c912e8e
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fc678567d7
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1a325e3580
1 changed files with 26 additions and 20 deletions
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@ -640,35 +640,41 @@ void CSharpLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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if (gdmono->is_runtime_initialized()) {
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if (!gdmono->is_runtime_initialized())
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return;
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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if (name.empty()) {
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name = "UnnamedProject";
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name = "UnnamedProject";
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}
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}
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name += ".dll";
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name += ".dll";
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if (proj_assembly) {
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if (proj_assembly) {
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String proj_asm_path = proj_assembly->get_path();
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String proj_asm_path = proj_assembly->get_path();
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if (!FileAccess::exists(proj_assembly->get_path())) {
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if (!FileAccess::exists(proj_assembly->get_path())) {
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// Maybe it wasn't loaded from the default path, so check this as well
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// Maybe it wasn't loaded from the default path, so check this as well
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
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if (!FileAccess::exists(proj_asm_path))
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if (!FileAccess::exists(proj_asm_path))
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return; // No assembly to load
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}
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return; // Already up to date
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} else {
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
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return; // No assembly to load
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return; // No assembly to load
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}
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}
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return; // Already up to date
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} else {
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
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return; // No assembly to load
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}
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}
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if (!gdmono->get_core_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE))
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return; // The core API assembly to load is invalidated
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if (!gdmono->get_editor_api_assembly() && gdmono->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR))
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return; // The editor API assembly to load is invalidated
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#ifndef NO_THREADS
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#ifndef NO_THREADS
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lock->lock();
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lock->lock();
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#endif
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#endif
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