Use embedded debug information for C# dll to have proper stack trace information on game scripts exceptions
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@@ -1,27 +1,22 @@
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#include "CoreCLR.h"
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "CoreCLR.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Platform/Platform.h"
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#include "Engine/Platform/FileSystem.h"
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#include "Engine/Core/Types/DateTime.h"
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#include "Engine/Debug/DebugLog.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include <nethost.h>
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#include <coreclr_delegates.h>
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#include <hostfxr.h>
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#if PLATFORM_WINDOWS
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#include <combaseapi.h> // CoTask*
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#include <combaseapi.h>
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#undef SetEnvironmentVariable
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#undef LoadLibrary
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#endif
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#if COMPILE_WITH_PROFILER
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#endif
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static Dictionary<String, void*> cachedFunctions;
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static String assemblyName = TEXT("FlaxEngine.CSharp");
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#if PLATFORM_WINDOWS
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static const char_t* typeName = TEXT("FlaxEngine.NativeInterop, FlaxEngine.CSharp");
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#else
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@@ -42,7 +37,6 @@ bool CoreCLR::LoadHostfxr(const String& library_path_)
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{
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const FLAX_CORECLR_STRING& library_path = FLAX_CORECLR_STRING(library_path_);
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char_t hostfxrPath[1024];
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size_t hostfxrPathSize = sizeof(hostfxrPath) / sizeof(char_t);
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