From b9d1462d2a513ef75fe11c1eb9ab5d903573d725 Mon Sep 17 00:00:00 2001 From: RedworkDE <10944644+RedworkDE@users.noreply.github.com> Date: Tue, 31 Jan 2023 23:04:39 +0100 Subject: [PATCH] C#: Set AppContext.BaseDirectory for editor builds --- .../GodotPlugins/PluginLoadContext.cs | 20 +++++++++++++++++++ 1 file changed, 20 insertions(+) diff --git a/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs b/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs index 344b76a20248..02d0226e903f 100644 --- a/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs +++ b/modules/mono/glue/GodotSharp/GodotPlugins/PluginLoadContext.cs @@ -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)