Merge pull request #67511 from neikeq/issue-66060
C#: Load assemblies as collectible only in the Godot editor
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commit
c3af45791c
3 changed files with 32 additions and 10 deletions
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@ -710,6 +710,12 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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return;
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}
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if (!Engine::get_singleton()->is_editor_hint()) {
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// We disable collectible assemblies in the game player, because the limitations cause
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// issues with mocking libraries. As such, we can only reload assemblies in the editor.
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return;
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}
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// TODO:
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// Currently, this reloads all scripts, including those whose class is not part of the
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// assembly load context being unloaded. As such, we unnecessarily reload GodotTools.
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@ -28,17 +28,24 @@ namespace GodotPlugins
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get => _pluginLoadContext?.AssemblyLoadedPath;
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}
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public bool IsCollectible
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{
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[MethodImpl(MethodImplOptions.NoInlining)]
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get => _pluginLoadContext?.IsCollectible ?? false;
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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public static (Assembly, PluginLoadContextWrapper) CreateAndLoadFromAssemblyName(
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AssemblyName assemblyName,
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string pluginPath,
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ICollection<string> sharedAssemblies,
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AssemblyLoadContext mainLoadContext
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AssemblyLoadContext mainLoadContext,
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bool isCollectible
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)
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{
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var wrapper = new PluginLoadContextWrapper();
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wrapper._pluginLoadContext = new PluginLoadContext(
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pluginPath, sharedAssemblies, mainLoadContext);
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pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
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var assembly = wrapper._pluginLoadContext.LoadFromAssemblyName(assemblyName);
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return (assembly, wrapper);
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}
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@ -61,6 +68,7 @@ namespace GodotPlugins
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private static readonly Assembly CoreApiAssembly = typeof(Godot.Object).Assembly;
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private static Assembly? _editorApiAssembly;
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private static PluginLoadContextWrapper? _projectLoadContext;
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private static bool _editorHint = false;
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private static readonly AssemblyLoadContext MainLoadContext =
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
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@ -77,15 +85,17 @@ namespace GodotPlugins
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{
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try
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{
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_editorHint = editorHint.ToBool();
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_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
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SharedAssemblies.Add(CoreApiAssembly.GetName());
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NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
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AlcReloadCfg.Configure(alcReloadEnabled: editorHint.ToBool());
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AlcReloadCfg.Configure(alcReloadEnabled: _editorHint);
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NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
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if (editorHint.ToBool())
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if (_editorHint)
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{
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_editorApiAssembly = Assembly.Load("GodotSharpEditor");
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SharedAssemblies.Add(_editorApiAssembly.GetName());
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@ -128,7 +138,7 @@ namespace GodotPlugins
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string assemblyPath = new(nAssemblyPath);
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(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath);
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(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
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*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
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@ -155,7 +165,7 @@ namespace GodotPlugins
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if (_editorApiAssembly == null)
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throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
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var (assembly, _) = LoadPlugin(assemblyPath);
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var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
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@ -180,7 +190,7 @@ namespace GodotPlugins
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}
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}
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private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath)
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private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath, bool isCollectible)
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{
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string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
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@ -194,7 +204,7 @@ namespace GodotPlugins
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}
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return PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(
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new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext);
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new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext, isCollectible);
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}
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[UnmanagedCallersOnly]
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@ -218,6 +228,12 @@ namespace GodotPlugins
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if (pluginLoadContext == null)
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return true;
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if (!pluginLoadContext.IsCollectible)
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{
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Console.Error.WriteLine("Cannot unload a non-collectible assembly load context.");
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return false;
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}
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Console.WriteLine("Unloading assembly load context...");
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var alcWeakReference = pluginLoadContext.CreateWeakReference();
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@ -15,8 +15,8 @@ namespace GodotPlugins
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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)
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: base(isCollectible: true)
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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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