using System; using System.Collections; using System.Reflection; using UnityEngine; using GFGGame.Launcher; using System.Collections.Generic; using HybridCLR; using System.Linq; using YooAsset; namespace GFGGame { public class HotUpdateCodeLoader : SingletonMonoBase { public static List AOTMetaAssemblyNames { get; } = new List() { "mscorlib.dll", "System.dll", "System.Core.dll", "Game.Launcher.dll", "ThirdParty.dll" }; public Type[] allTypes; public Type[] GetTypes() { return this.allTypes; } private void Awake() { DontDestroyOnLoad(this.gameObject); } public void StartLoad() { #if !UNITY_EDITOR StartCoroutine(StartLoadAssemblyHotfix()); #else var gameAss = AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "Game.HotUpdate"); LoadAssemblyJustInTime(gameAss); #endif } IEnumerator StartLoadAssemblyHotfix() { yield return LoadMetadataForAOTAssemblies(); LogServerHelperHttp.SendNodeLog((int)LogNode.StartLoadGameDll); //ET.Log.Debug("ILRuntimeLauncher StartLoadAssemblyHotfix"); yield return new WaitForSeconds(0.1f); var dllPath = $"{LauncherConfig.DllDirHotfix}Game.HotUpdate.dll.bytes"; //var asset = GFGAsset.Load(dllPath); var handle = YooAssets.LoadAssetAsync(dllPath); yield return handle; var asset = handle.AssetObject as TextAsset; byte[] assBytes = asset.bytes; var assembly = Assembly.Load(assBytes); LoadAssemblyJustInTime(assembly); //GFGAsset.Release(dllPath); handle.Release(); } void LoadAssemblyJustInTime(Assembly assembly) { //mono模式 this.allTypes = assembly.GetTypes(); //System.Type type = assembly.GetType("GFGGame.HotUpdate.HotUpdateEntry"); //var method = type.GetMethod("Start"); //var startDel = (Action)System.Delegate.CreateDelegate(typeof(Action), null, method); //startDel(); YooAssets.LoadSceneAsync("Assets/ResIn/Scene/HotUpdate.unity"); } /// /// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。 /// 一旦加载后,如果AOT泛型函数对应native实现不存在,则自动替换为解释模式执行 /// IEnumerator LoadMetadataForAOTAssemblies() { // 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致,而不能直接使用原始dll。 // 我们在BuildProcessors里添加了处理代码,这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。 /// 注意,补充元数据是给AOT dll补充元数据,而不是给热更新dll补充元数据。 /// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误 /// HomologousImageMode mode = HomologousImageMode.SuperSet; foreach (var aotDllName in AOTMetaAssemblyNames) { var dllPath = $"{LauncherConfig.DllDirAOT}{aotDllName}.bytes"; //var asset = GFGAsset.Load(dllPath); var handle = YooAssets.LoadAssetAsync(dllPath); yield return handle; var asset = handle.AssetObject as TextAsset; byte[] dllBytes = asset.bytes; // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码 LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode); handle.Release(); Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}"); } } } }