CodeLoader.cs 2.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Reflection;
  5. using UnityEngine;
  6. namespace ET
  7. {
  8. public class CodeLoader: Singleton<CodeLoader>
  9. {
  10. private Assembly assembly;
  11. public void Start()
  12. {
  13. if (Define.EnableCodes)
  14. {
  15. if (Init.Instance.GlobalConfig.CodeMode != CodeMode.ClientServer)
  16. {
  17. throw new Exception("ENABLE_CODES mode must use ClientServer code mode!");
  18. }
  19. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  20. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  21. EventSystem.Instance.Add(types);
  22. foreach (Assembly ass in assemblies)
  23. {
  24. string name = ass.GetName().Name;
  25. if (name == "Unity.Model.Codes")
  26. {
  27. this.assembly = ass;
  28. }
  29. }
  30. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  31. start.Run();
  32. }
  33. else
  34. {
  35. byte[] assBytes;
  36. byte[] pdbBytes;
  37. if (!Define.IsEditor)
  38. {
  39. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  40. assBytes = ((TextAsset)dictionary["Model.dll"]).bytes;
  41. pdbBytes = ((TextAsset)dictionary["Model.pdb"]).bytes;
  42. }
  43. else
  44. {
  45. assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll"));
  46. pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb"));
  47. }
  48. assembly = Assembly.Load(assBytes, pdbBytes);
  49. this.LoadHotfix();
  50. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  51. start.Run();
  52. }
  53. }
  54. // 热重载调用该方法
  55. public void LoadHotfix()
  56. {
  57. byte[] assBytes;
  58. byte[] pdbBytes;
  59. if (!Define.IsEditor)
  60. {
  61. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  62. assBytes = ((TextAsset)dictionary["Hotfix.dll"]).bytes;
  63. pdbBytes = ((TextAsset)dictionary["Hotfix.pdb"]).bytes;
  64. }
  65. else
  66. {
  67. // 傻屌Unity在这里搞了个傻逼优化,认为同一个路径的dll,返回的程序集就一样。所以这里每次编译都要随机名字
  68. string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll");
  69. if (logicFiles.Length != 1)
  70. {
  71. throw new Exception("Logic dll count != 1");
  72. }
  73. string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
  74. assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
  75. pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
  76. }
  77. Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
  78. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly);
  79. EventSystem.Instance.Add(types);
  80. }
  81. }
  82. }