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C#: Unify project name handling and fix issues with the handling of some special characters
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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@@ -293,20 +293,10 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
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return godot_plugins_initialize;
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}
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#else
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static String get_assembly_name() {
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String assembly_name = GLOBAL_GET("dotnet/project/assembly_name");
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if (assembly_name.is_empty()) {
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assembly_name = ProjectSettings::get_singleton()->get_safe_project_name();
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}
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return assembly_name;
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}
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godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
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godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
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String assembly_name = get_assembly_name();
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String assembly_name = path::get_csharp_project_name();
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HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
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.path_join(assembly_name + ".dll"));
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@@ -331,7 +321,7 @@ godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime
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}
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godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
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String assembly_name = get_assembly_name();
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String assembly_name = path::get_csharp_project_name();
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#if defined(WINDOWS_ENABLED)
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String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dll");
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@@ -476,11 +466,7 @@ void GDMono::_init_godot_api_hashes() {
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#ifdef TOOLS_ENABLED
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bool GDMono::_load_project_assembly() {
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String assembly_name = GLOBAL_GET("dotnet/project/assembly_name");
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if (assembly_name.is_empty()) {
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assembly_name = ProjectSettings::get_singleton()->get_safe_project_name();
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}
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String assembly_name = path::get_csharp_project_name();
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String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
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.path_join(assembly_name + ".dll");
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