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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/csharp_script.cpp
parent3a59c833f1b7e34ddef57522800288a0dee8562d (diff)
downloadredot-engine-2303c267831cdeaec8240a5ac5aca61379a376a1.tar.gz
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/csharp_script.cpp')
-rw-r--r--modules/mono/csharp_script.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 345d2e4694..a4bffc1e3c 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -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.