(Autonomous Robot Control Software)
Make robots with the easiest robot programming software. Experience user-friendly features that make any robot easy to program.
Change Release Notes
- Fix for EZ-B v4 Scanner (http://www.ez-robot.com/Community/Forum/Thread?threadId=8697)
- plugin framework now scans and loads dependent assembly libraries that your plugin may include.
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ARC PRO |
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So when you load an assembly, the refelection method doesn't look in the loaded assembly's folder for any of it's dependencies. In fact, it only looks in the calling application's domain (which is the ARC installation folder).
This isn't a problem when loading an unmanaged DLL with interop - because at that point, .Net doesn't seem to care what folder it is in, long as the path is specified.
So to get around this, there is an event which the current AppDomain will raise when it is resolving assemblies.
Code:
So the idea is before loading the plugin, assign an event to resolve assemblies. Then load the assembly, resolve the dependencies, and finally un-assign the event so it doesn't happen again.
Took all evening to figure out :). I was trying to make the Oculus Rift plugin, and the dependencies just wouldn't load!
So now the search for missing assemblies is global. However, it will only search for the assembly in the plugin root folder still. An error will be displayed otherwise.
For example, i should have not been removing the -= the assembly resolve event after the plugin has been loaded. Now it is moved into a single global init when ARC first loads, to ensure resolving failed dependencies searches for the required assembly in your root plugin folder.
I am using custom fonts for the plugin and they seems to be okay residing/loading in the plugin directory.
If you do need to read files from the plugin folder, here's how you can get the path to the plugin root folder, by combing the guid and windows environment settings for the public path.
This code example combines the user's public ARC skill plugin folder, that comes from the windows environment settings, the guid and the filename.
Code:
So if you have a fonts sub folder in the plugin folder, or some sub in the plugin folder, you can do this...
Code:
Or to read the files from a sub folder of the plug directory...
Code: