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C#: Load assemblies as collectible only in the Godot editor
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.
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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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