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.
This commit is contained in:
Ignacio Roldán Etcheverry 2022-10-16 23:55:54 +02:00
parent 3a59c833f1
commit 2303c26783
3 changed files with 32 additions and 10 deletions

View File

@ -710,6 +710,12 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
return;
}
if (!Engine::get_singleton()->is_editor_hint()) {
// We disable collectible assemblies in the game player, because the limitations cause
// issues with mocking libraries. As such, we can only reload assemblies in the editor.
return;
}
// TODO:
// Currently, this reloads all scripts, including those whose class is not part of the
// assembly load context being unloaded. As such, we unnecessarily reload GodotTools.

View File

@ -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();

View File

@ -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;