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C#: Use custom project setting for C# project files name
The setting is initially assigned the name of the Godot project, but it's kept freezed to prevent issues when renaming the Godot project. The user can always rename the C# project and solution manually and change the setting to the new name. Co-authored-by: Ignacio Roldán Etcheverry <ignalfonsore@gmail.com>
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@@ -722,19 +722,24 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.empty()) {
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appname_safe = "UnnamedProject";
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String assembly_name = ProjectSettings::get_singleton()->get_setting("mono/project/assembly_name");
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if (assembly_name.empty()) {
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.empty()) {
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appname_safe = "UnnamedProject";
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}
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assembly_name = appname_safe;
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}
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appname_safe += ".dll";
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assembly_name += ".dll";
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if (proj_assembly) {
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String proj_asm_path = proj_assembly->get_path();
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if (!FileAccess::exists(proj_asm_path)) {
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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(appname_safe);
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(assembly_name);
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if (!FileAccess::exists(proj_asm_path))
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return false; // No assembly to load
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}
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@@ -742,7 +747,7 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return false; // Already up to date
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} else {
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe)))
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(assembly_name)))
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return false; // No assembly to load
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}
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