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Optional recursive dependency pulls and fallback dependency load (#1595)
* Optional recursive dependency pulls and fallback dependency load * add api10 todo --------- Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
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5 changed files with 38 additions and 14 deletions
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@ -131,9 +131,16 @@ internal class AssemblyLoadContextBuilder
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/// or the default app context.
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/// </summary>
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/// <param name="assemblyName">The name of the assembly.</param>
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/// <param name="recursive">Pull assmeblies recursively.</param>
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/// <returns>The builder.</returns>
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public AssemblyLoadContextBuilder PreferDefaultLoadContextAssembly(AssemblyName assemblyName)
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public AssemblyLoadContextBuilder PreferDefaultLoadContextAssembly(AssemblyName assemblyName, bool recursive)
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{
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if (!recursive)
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{
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this.defaultAssemblies.Add(assemblyName.Name);
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return this;
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}
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var names = new Queue<AssemblyName>(new[] { assemblyName });
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while (names.TryDequeue(out var name))
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@ -46,7 +46,7 @@ internal class LoaderConfig
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/// Gets a list of assemblies which should be unified between the host and the plugin.
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/// </summary>
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/// <seealso href="https://github.com/natemcmaster/DotNetCorePlugins/blob/main/docs/what-are-shared-types.md">what-are-shared-types</seealso>
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public ICollection<AssemblyName> SharedAssemblies { get; } = new List<AssemblyName>();
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public ICollection<(AssemblyName Name, bool Recursive)> SharedAssemblies { get; } = new List<(AssemblyName Name, bool Recursive)>();
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/// <summary>
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/// Gets or sets a value indicating whether attempt to unify all types from a plugin with the host.
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@ -194,7 +194,18 @@ internal class ManagedLoadContext : AssemblyLoadContext
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}
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}
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return null;
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// https://learn.microsoft.com/en-us/dotnet/core/dependency-loading/loading-managed#algorithm
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// > These assemblies are loaded (load-by-name) as needed by the runtime.
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// For load-by-name assembiles, the following will happen in order:
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// (1) this.Load will be called.
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// (2) AssemblyLoadContext.Default's cache will be referred for lookup.
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// (3) Default probing will be done from PLATFORM_RESOURCE_ROOTS and APP_PATHS.
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// https://learn.microsoft.com/en-us/dotnet/core/dependency-loading/default-probing#managed-assembly-default-probing
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// > TRUSTED_PLATFORM_ASSEMBLIES: List of platform and application assembly file paths.
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// > APP_PATHS: is not populated by default and is omitted for most applications.
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// If we return null here, if the assembly has not been already loaded, the resolution will fail.
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// Therefore as the final attempt, we try loading from the default load context.
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return this.defaultLoadContext.LoadFromAssemblyName(assemblyName);
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}
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/// <summary>
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@ -146,18 +146,14 @@ internal class PluginLoader : IDisposable
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builder.ShadowCopyNativeLibraries();
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}
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foreach (var assemblyName in config.SharedAssemblies)
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foreach (var (assemblyName, recursive) in config.SharedAssemblies)
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{
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builder.PreferDefaultLoadContextAssembly(assemblyName);
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builder.PreferDefaultLoadContextAssembly(assemblyName, recursive);
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}
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// This allows plugins to search for dependencies in the Dalamud directory when their assembly
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// load would otherwise fail, allowing them to resolve assemblies not already loaded by Dalamud
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// itself yet.
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builder.AddProbingPath(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location));
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// Also make sure that plugins do not load their own Dalamud assembly.
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builder.PreferDefaultLoadContextAssembly(Assembly.GetExecutingAssembly().GetName());
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// Note: not adding Dalamud path here as a probing path.
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// It will be dealt as the last resort from ManagedLoadContext.Load.
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// See there for more details.
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return builder;
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}
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@ -627,8 +627,18 @@ internal class LocalPlugin : IDisposable
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config.IsUnloadable = true;
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config.LoadInMemory = true;
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config.PreferSharedTypes = false;
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config.SharedAssemblies.Add(typeof(Lumina.GameData).Assembly.GetName());
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config.SharedAssemblies.Add(typeof(Lumina.Excel.ExcelSheetImpl).Assembly.GetName());
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// Pin Lumina and its dependencies recursively (compatibility behavior).
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// It currently only pulls in System.* anyway.
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// TODO(api10): Remove this. We don't want to pin Lumina anymore, plugins should be able to provide their own.
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config.SharedAssemblies.Add((typeof(Lumina.GameData).Assembly.GetName(), true));
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config.SharedAssemblies.Add((typeof(Lumina.Excel.ExcelSheetImpl).Assembly.GetName(), true));
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// Make sure that plugins do not load their own Dalamud assembly.
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// We do not pin this recursively; if a plugin loads its own assembly of Dalamud, it is always wrong,
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// but plugins may load other versions of assemblies that Dalamud depends on.
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config.SharedAssemblies.Add((typeof(EntryPoint).Assembly.GetName(), false));
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config.SharedAssemblies.Add((typeof(Common.DalamudStartInfo).Assembly.GetName(), false));
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}
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private void EnsureLoader()
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