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C#: Set AppContext.BaseDirectory for editor builds
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@@ -21,6 +21,26 @@ namespace GodotPlugins
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_resolver = new AssemblyDependencyResolver(pluginPath);
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_resolver = new AssemblyDependencyResolver(pluginPath);
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_sharedAssemblies = sharedAssemblies;
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_sharedAssemblies = sharedAssemblies;
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_mainLoadContext = mainLoadContext;
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_mainLoadContext = mainLoadContext;
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if (string.IsNullOrEmpty(AppContext.BaseDirectory))
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{
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// See https://github.com/dotnet/runtime/blob/v6.0.0/src/libraries/System.Private.CoreLib/src/System/AppContext.AnyOS.cs#L17-L35
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// but Assembly.Location is unavailable, because we load assemblies from memory.
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string? baseDirectory = Path.GetDirectoryName(pluginPath);
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if (baseDirectory != null)
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{
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if (!Path.EndsInDirectorySeparator(baseDirectory))
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baseDirectory += Path.PathSeparator;
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// This SetData call effectively sets AppContext.BaseDirectory
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// See https://github.com/dotnet/runtime/blob/v6.0.0/src/libraries/System.Private.CoreLib/src/System/AppContext.cs#L21-L25
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AppDomain.CurrentDomain.SetData("APP_CONTEXT_BASE_DIRECTORY", baseDirectory);
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}
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else
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{
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// TODO: How to log from GodotPlugins? (delegate pointer?)
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Console.Error.WriteLine("Failed to set AppContext.BaseDirectory. Dynamic loading of libraries may fail.");
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}
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}
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}
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}
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protected override Assembly? Load(AssemblyName assemblyName)
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protected override Assembly? Load(AssemblyName assemblyName)
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