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Mono: Use "UnnamedProject" if application/config/name is empty
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@@ -488,13 +488,17 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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name = "UnnamedProject";
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}
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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_assembly->get_path())) {
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// Maybe it wasn't loaded from the default path, so check this as well
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String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name);
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
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if (!FileAccess::exists(proj_asm_path))
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return; // No assembly to load
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}
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@@ -502,8 +506,7 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return; // Already up to date
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} else {
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String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name)))
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
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return; // No assembly to load
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}
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}
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