C#: Set AppContext.BaseDirectory for editor builds

This commit is contained in:
RedworkDE 2023-01-31 23:04:39 +01:00
parent 0810ecaafd
commit b9d1462d2a

View file

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