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comments for lumina pinning
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1 changed files with 6 additions and 3 deletions
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@ -634,15 +634,18 @@ 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(), 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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// Pin Lumina since we expose it as an API surface. Before anyone removes this again, please see #1598.
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// Changes to Lumina should be upstreamed if feasible, and if there is a desire to re-add unpinned Lumina we
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// will need to put this behind some kind of feature flag somewhere.
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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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}
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private void EnsureLoader()
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