Files
Kayori 755c047693 Platform, plugin & account UX improvements
- Refactor handler dispatch to use a parsed GameModel instead of raw
  model strings (Handler.cs, HandlerService.cs, new GameModel.cs)
- Add a Unity asset-extraction subsystem (Abstractions/Extractors/Unity)
- Add WriteEventLogHandler, XrpcDouble serialization type
- Rename EaCoin*Handler -> *EaCoinHandler for naming consistency
- Add PIN/username update and forgot/reset password flows, with a
  console-logging IEmailSender until real email is wired up
- Add a settings page and a theming pass (theme tokens, tailwind config)
- Add plugin nav/route/UI-manifest frontend types
2026-09-06 15:12:50 +02:00

36 lines
1.4 KiB
C#

using System.Reflection;
using System.Runtime.Loader;
using Path = System.IO.Path;
namespace Server.Plugins;
public sealed class PluginLoadContext(string pluginAssemblyPath)
: AssemblyLoadContext(isCollectible: true)
{
private readonly AssemblyDependencyResolver _resolver = new(pluginAssemblyPath);
public string AssemblyPath => pluginAssemblyPath;
// Host-shared contract assemblies. Plugins may ship their own copies for build-time tooling
// (e.g. `dotnet ef migrations add`), but at runtime these must resolve to the host's ALC
// so that types like IMedusaPlugin and AssetTypeValueField have a single identity.
// Without this, `t.GetInterfaces().Contains(typeof(IMedusaPlugin))` silently fails.
private static readonly HashSet<string> SharedAssemblyNames = new(StringComparer.OrdinalIgnoreCase)
{
"Abstractions",
"AssetsTools.NET",
"AssetsTools.NET.Texture"
};
protected override Assembly? Load(AssemblyName assemblyName)
{
if (assemblyName.Name is not null && SharedAssemblyNames.Contains(assemblyName.Name))
return null; // fall through to the Default AssemblyLoadContext
var path = _resolver.ResolveAssemblyToPath(assemblyName);
if (path is null) return null;
using var stream = new MemoryStream(File.ReadAllBytes(path));
return LoadFromStream(stream);
}
}