using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Runtime.Loader; namespace GodotPlugins { public class PluginLoadContext : AssemblyLoadContext { private readonly AssemblyDependencyResolver _resolver; private readonly ICollection _sharedAssemblies; private readonly AssemblyLoadContext _mainLoadContext; public PluginLoadContext(string pluginPath, ICollection sharedAssemblies, AssemblyLoadContext mainLoadContext) { _resolver = new AssemblyDependencyResolver(pluginPath); _sharedAssemblies = sharedAssemblies; _mainLoadContext = mainLoadContext; } protected override Assembly? Load(AssemblyName assemblyName) { if (assemblyName.Name == null) return null; if (_sharedAssemblies.Contains(assemblyName.Name)) return _mainLoadContext.LoadFromAssemblyName(assemblyName); string? assemblyPath = _resolver.ResolveAssemblyToPath(assemblyName); if (assemblyPath != null) { // Load in memory to prevent locking the file using var assemblyFile = File.Open(assemblyPath, FileMode.Open, FileAccess.Read, FileShare.Read); string pdbPath = Path.ChangeExtension(assemblyPath, ".pdb"); if (File.Exists(pdbPath)) { using var pdbFile = File.Open(pdbPath, FileMode.Open, FileAccess.Read, FileShare.Read); return LoadFromStream(assemblyFile, pdbFile); } return LoadFromStream(assemblyFile); } return null; } protected override IntPtr LoadUnmanagedDll(string unmanagedDllName) { string? libraryPath = _resolver.ResolveUnmanagedDllToPath(unmanagedDllName); if (libraryPath != null) return LoadUnmanagedDllFromPath(libraryPath); return IntPtr.Zero; } } }