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								using System;
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								using System.Collections.Generic;
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								using System.IO;
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								using System.Reflection;
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								using System.Runtime.Loader;
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								namespace GodotPlugins
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								{
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								    public class PluginLoadContext : AssemblyLoadContext
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								    {
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								        private readonly AssemblyDependencyResolver _resolver;
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								        private readonly ICollection<string> _sharedAssemblies;
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								        private readonly AssemblyLoadContext _mainLoadContext;
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								        public string? AssemblyLoadedPath { get; private set; }
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								        public PluginLoadContext(string pluginPath, ICollection<string> sharedAssemblies,
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								            AssemblyLoadContext mainLoadContext, bool isCollectible)
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								            : base(isCollectible)
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								        {
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								            _resolver = new AssemblyDependencyResolver(pluginPath);
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								            _sharedAssemblies = sharedAssemblies;
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								            _mainLoadContext = mainLoadContext;
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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.DirectorySeparatorChar;
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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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								        protected override Assembly? Load(AssemblyName assemblyName)
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								        {
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								            if (assemblyName.Name == null)
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								                return null;
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								            if (_sharedAssemblies.Contains(assemblyName.Name))
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								                return _mainLoadContext.LoadFromAssemblyName(assemblyName);
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								            string? assemblyPath = _resolver.ResolveAssemblyToPath(assemblyName);
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								            if (assemblyPath != null)
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								            {
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								                AssemblyLoadedPath = assemblyPath;
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								                // Load in memory to prevent locking the file
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								                using var assemblyFile = File.Open(assemblyPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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								                string pdbPath = Path.ChangeExtension(assemblyPath, ".pdb");
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								                if (File.Exists(pdbPath))
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								                {
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								                    using var pdbFile = File.Open(pdbPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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								                    return LoadFromStream(assemblyFile, pdbFile);
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								                }
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								                return LoadFromStream(assemblyFile);
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								            }
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								            return null;
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								        }
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								        protected override IntPtr LoadUnmanagedDll(string unmanagedDllName)
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								        {
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								            string? libraryPath = _resolver.ResolveUnmanagedDllToPath(unmanagedDllName);
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								            if (libraryPath != null)
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								                return LoadUnmanagedDllFromPath(libraryPath);
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								            return IntPtr.Zero;
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								        }
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								    }
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								}
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