CodeLoader.cs 3.5 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. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  16. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  17. EventSystem.Instance.Add(types);
  18. foreach (Assembly ass in assemblies)
  19. {
  20. string name = ass.GetName().Name;
  21. if (name == "Unity.Codes")
  22. {
  23. this.assembly = ass;
  24. }
  25. }
  26. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  27. start.Run();
  28. return;
  29. }
  30. switch (Init.Instance.GlobalConfig.LoadMode)
  31. {
  32. case LoadMode.Mono:
  33. {
  34. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  35. byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
  36. byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
  37. assembly = Assembly.Load(assBytes, pdbBytes);
  38. // wolong补充元数据用
  39. if (!Define.IsEditor)
  40. {
  41. Dictionary<string, UnityEngine.Object> dllMetas = AssetsBundleHelper.LoadBundle("assetbundlesourcedata.unity3d");
  42. foreach (var kv in dllMetas)
  43. {
  44. unsafe
  45. {
  46. byte[] dllBytes = ((TextAsset)kv.Value).bytes;
  47. fixed (byte* ptr = dllBytes)
  48. {
  49. // 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
  50. int err = HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly((IntPtr)ptr, dllBytes.Length);
  51. Log.Info($"LoadMetadataForAOTAssembly:{kv.Key}. ret:{err}");
  52. }
  53. }
  54. }
  55. }
  56. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly);
  57. EventSystem.Instance.Add(types);
  58. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  59. start.Run();
  60. break;
  61. }
  62. case LoadMode.Reload:
  63. {
  64. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll"));
  65. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb"));
  66. assembly = Assembly.Load(assBytes, pdbBytes);
  67. this.LoadHotfix();
  68. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  69. start.Run();
  70. break;
  71. }
  72. }
  73. }
  74. // 热重载调用下面两个方法
  75. // CodeLoader.Instance.LoadLogic();
  76. // EventSystem.Instance.Load();
  77. public void LoadHotfix()
  78. {
  79. if (Init.Instance.GlobalConfig.LoadMode != LoadMode.Reload)
  80. {
  81. throw new Exception("CodeMode != Reload!");
  82. }
  83. // 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
  84. string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll");
  85. if (logicFiles.Length != 1)
  86. {
  87. throw new Exception("Logic dll count != 1");
  88. }
  89. string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
  90. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
  91. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
  92. Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
  93. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly);
  94. EventSystem.Instance.Add(types);
  95. }
  96. }
  97. }