@ -592,9 +592,9 @@ bool GDMono::load_assembly_from(const String &p_name, const String &p_path, GDMo
ApiAssemblyInfo : : Version ApiAssemblyInfo : : Version : : get_from_loaded_assembly ( GDMonoAssembly * p_api_assembly , ApiAssemblyInfo : : Type p_api_type ) {
ApiAssemblyInfo : : Version api_assembly_version ;
const char * nativecalls_name = p_api_type = = ApiAssemblyInfo : : API_CORE ?
BINDINGS_CLASS_NATIVECALLS :
BINDINGS_CLASS_NATIVECALLS_EDITOR ;
const char * nativecalls_name = p_api_type = = ApiAssemblyInfo : : API_CORE
? BINDINGS_CLASS_NATIVECALLS
: BINDINGS_CLASS_NATIVECALLS_EDITOR ;
GDMonoClass * nativecalls_klass = p_api_assembly - > get_class ( BINDINGS_NAMESPACE , nativecalls_name ) ;
@ -754,14 +754,10 @@ bool GDMono::_temp_domain_load_are_assemblies_out_of_sync(const String &p_config
}
String GDMono : : update_api_assemblies_from_prebuilt ( const String & p_config , const bool * p_core_api_out_of_sync , const bool * p_editor_api_out_of_sync ) {
# define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \
( \
( m_out_of_sync ? \
String ( " The assembly is invalidated " ) : \
String ( " The assembly was not found " ) ) + \
( m_prebuilt_exists ? \
String ( " and the prebuilt assemblies are missing. " ) : \
String ( " and we failed to copy the prebuilt assemblies. " ) ) )
# define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \
( \
( m_out_of_sync ? String ( " The assembly is invalidated " ) : String ( " The assembly was not found " ) ) + \
( m_prebuilt_exists ? String ( " and the prebuilt assemblies are missing. " ) : String ( " and we failed to copy the prebuilt assemblies. " ) ) )
String dst_assemblies_dir = GodotSharpDirs : : get_res_assemblies_base_dir ( ) . plus_file ( p_config ) ;
@ -819,9 +815,9 @@ bool GDMono::_load_core_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, c
// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
// If running the project manager, load it from the prebuilt API directory
String assembly_dir = ! Main : : is_project_manager ( ) ?
GodotSharpDirs : : get_res_assemblies_base_dir ( ) . plus_file ( p_config ) :
GodotSharpDirs : : get_data_editor_prebuilt_api_dir ( ) . plus_file ( p_config ) ;
String assembly_dir = ! Main : : is_project_manager ( )
? GodotSharpDirs : : get_res_assemblies_base_dir ( ) . plus_file ( p_config )
: GodotSharpDirs : : get_data_editor_prebuilt_api_dir ( ) . plus_file ( p_config ) ;
String assembly_path = assembly_dir . plus_file ( CORE_API_ASSEMBLY_NAME " .dll " ) ;
@ -852,9 +848,9 @@ bool GDMono::_load_editor_api_assembly(LoadedApiAssembly &r_loaded_api_assembly,
// For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date
// If running the project manager, load it from the prebuilt API directory
String assembly_dir = ! Main : : is_project_manager ( ) ?
GodotSharpDirs : : get_res_assemblies_base_dir ( ) . plus_file ( p_config ) :
GodotSharpDirs : : get_data_editor_prebuilt_api_dir ( ) . plus_file ( p_config ) ;
String assembly_dir = ! Main : : is_project_manager ( )
? GodotSharpDirs : : get_res_assemblies_base_dir ( ) . plus_file ( p_config )
: GodotSharpDirs : : get_data_editor_prebuilt_api_dir ( ) . plus_file ( p_config ) ;
String assembly_path = assembly_dir . plus_file ( EDITOR_API_ASSEMBLY_NAME " .dll " ) ;