GDExtension: Remove DLL copy if it fails to load #80720
Merged
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This is a follow-up to PR #80188
That PR causes the Godot editor (on Windows) to make a copy of the GDExtension's DLL in order to prevent Windows from locking the original DLL, so the developer can re-compile it without having to stop the editor first. When the editor is shutdown, any DLL copies for loaded GDExtensions will get cleaned up.
But, currently, if the DLL fails to load, the copy won't get cleaned up. I've been testing this by compiling a GDExtension with
scons use_mingw=yes use_static_cpp=no
which will fail to load because it can't find the C++ runtime libraries.Anyway, with this PR, it will clean up the DLL if it fails to load!