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- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using UnityEngine;
- namespace ET
- {
- public class CodeLoader: Singleton<CodeLoader>
- {
- private Assembly assembly;
- public void Start()
- {
- if (Define.EnableCodes)
- {
- Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
- Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
- EventSystem.Instance.Add(types);
- foreach (Assembly ass in assemblies)
- {
- string name = ass.GetName().Name;
- if (name == "Unity.Codes")
- {
- this.assembly = ass;
- }
- }
-
- IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
- start.Run();
- return;
- }
- switch (Init.Instance.GlobalConfig.LoadMode)
- {
- case LoadMode.Mono:
- {
- Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
- byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
- byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
-
- assembly = Assembly.Load(assBytes, pdbBytes);
- // wolong补充元数据用
- if (!Define.IsEditor)
- {
- Dictionary<string, UnityEngine.Object> dllMetas = AssetsBundleHelper.LoadBundle("assetbundlesourcedata.unity3d");
- foreach (var kv in dllMetas)
- {
- unsafe
- {
- byte[] dllBytes = ((TextAsset)kv.Value).bytes;
- fixed (byte* ptr = dllBytes)
- {
- // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
- int err = HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly((IntPtr)ptr, dllBytes.Length);
- Log.Info($"LoadMetadataForAOTAssembly:{kv.Key}. ret:{err}");
- }
- }
- }
- }
-
- Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly);
- EventSystem.Instance.Add(types);
-
- IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
- start.Run();
- break;
- }
- case LoadMode.Reload:
- {
- byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll"));
- byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb"));
-
- assembly = Assembly.Load(assBytes, pdbBytes);
- this.LoadHotfix();
-
- IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
- start.Run();
- break;
- }
- }
- }
- // 热重载调用下面两个方法
- // CodeLoader.Instance.LoadLogic();
- // EventSystem.Instance.Load();
- public void LoadHotfix()
- {
- if (Init.Instance.GlobalConfig.LoadMode != LoadMode.Reload)
- {
- throw new Exception("CodeMode != Reload!");
- }
-
- // 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
- string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll");
- if (logicFiles.Length != 1)
- {
- throw new Exception("Logic dll count != 1");
- }
- string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
- byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
- byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
- Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
-
- Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly);
-
- EventSystem.Instance.Add(types);
- }
- }
- }
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