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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-10-16 23:55:54 +0200
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-10-17 00:22:48 +0200
commit2303c267831cdeaec8240a5ac5aca61379a376a1 (patch)
tree26d4d64599f29b6aa03d57f6ffb654d71d09060b /modules/mono/glue/GodotSharp/GodotPlugins
parent3a59c833f1b7e34ddef57522800288a0dee8562d (diff)
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.
Diffstat (limited to 'modules/mono/glue/GodotSharp/GodotPlugins')
-rw-r--r--modules/mono/glue/GodotSharp/GodotPlugins/Main.cs32
-rw-r--r--modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs4
2 files changed, 26 insertions, 10 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs
index 8308bada24..4ce02d221e 100644
--- a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs
+++ b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs
@@ -28,17 +28,24 @@ namespace GodotPlugins
get => _pluginLoadContext?.AssemblyLoadedPath;
}
+ public bool IsCollectible
+ {
+ [MethodImpl(MethodImplOptions.NoInlining)]
+ get => _pluginLoadContext?.IsCollectible ?? false;
+ }
+
[MethodImpl(MethodImplOptions.NoInlining)]
public static (Assembly, PluginLoadContextWrapper) CreateAndLoadFromAssemblyName(
AssemblyName assemblyName,
string pluginPath,
ICollection<string> sharedAssemblies,
- AssemblyLoadContext mainLoadContext
+ AssemblyLoadContext mainLoadContext,
+ bool isCollectible
)
{
var wrapper = new PluginLoadContextWrapper();
wrapper._pluginLoadContext = new PluginLoadContext(
- pluginPath, sharedAssemblies, mainLoadContext);
+ pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
var assembly = wrapper._pluginLoadContext.LoadFromAssemblyName(assemblyName);
return (assembly, wrapper);
}
@@ -61,6 +68,7 @@ namespace GodotPlugins
private static readonly Assembly CoreApiAssembly = typeof(Godot.Object).Assembly;
private static Assembly? _editorApiAssembly;
private static PluginLoadContextWrapper? _projectLoadContext;
+ private static bool _editorHint = false;
private static readonly AssemblyLoadContext MainLoadContext =
AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
@@ -77,15 +85,17 @@ namespace GodotPlugins
{
try
{
+ _editorHint = editorHint.ToBool();
+
_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
SharedAssemblies.Add(CoreApiAssembly.GetName());
NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
- AlcReloadCfg.Configure(alcReloadEnabled: editorHint.ToBool());
+ AlcReloadCfg.Configure(alcReloadEnabled: _editorHint);
NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
- if (editorHint.ToBool())
+ if (_editorHint)
{
_editorApiAssembly = Assembly.Load("GodotSharpEditor");
SharedAssemblies.Add(_editorApiAssembly.GetName());
@@ -128,7 +138,7 @@ namespace GodotPlugins
string assemblyPath = new(nAssemblyPath);
- (var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath);
+ (var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
@@ -155,7 +165,7 @@ namespace GodotPlugins
if (_editorApiAssembly == null)
throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
- var (assembly, _) = LoadPlugin(assemblyPath);
+ var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
@@ -180,7 +190,7 @@ namespace GodotPlugins
}
}
- private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath)
+ private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath, bool isCollectible)
{
string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
@@ -194,7 +204,7 @@ namespace GodotPlugins
}
return PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(
- new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext);
+ new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext, isCollectible);
}
[UnmanagedCallersOnly]
@@ -218,6 +228,12 @@ namespace GodotPlugins
if (pluginLoadContext == null)
return true;
+ if (!pluginLoadContext.IsCollectible)
+ {
+ Console.Error.WriteLine("Cannot unload a non-collectible assembly load context.");
+ return false;
+ }
+
Console.WriteLine("Unloading assembly load context...");
var alcWeakReference = pluginLoadContext.CreateWeakReference();
diff --git a/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs b/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs
index dcd572c65e..344b76a202 100644
--- a/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs
+++ b/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs
@@ -15,8 +15,8 @@ namespace GodotPlugins
public string? AssemblyLoadedPath { get; private set; }
public PluginLoadContext(string pluginPath, ICollection<string> sharedAssemblies,
- AssemblyLoadContext mainLoadContext)
- : base(isCollectible: true)
+ AssemblyLoadContext mainLoadContext, bool isCollectible)
+ : base(isCollectible)
{
_resolver = new AssemblyDependencyResolver(pluginPath);
_sharedAssemblies = sharedAssemblies;