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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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+
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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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