HotUpdateCodeLoader.cs 3.6 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Reflection;
  4. using UnityEngine;
  5. using GFGGame.Launcher;
  6. using System.Collections.Generic;
  7. using HybridCLR;
  8. using System.Linq;
  9. namespace GFGGame
  10. {
  11. public class HotUpdateCodeLoader : SingletonMonoBase<HotUpdateCodeLoader>
  12. {
  13. public static List<string> AOTMetaAssemblyNames { get; } = new List<string>()
  14. {
  15. "mscorlib.dll",
  16. "System.dll",
  17. "System.Core.dll",
  18. "Game.Launcher.dll",
  19. "ThirdParty.dll"
  20. };
  21. public Type[] allTypes;
  22. public Type[] GetTypes()
  23. {
  24. return this.allTypes;
  25. }
  26. public void StartLoad()
  27. {
  28. #if !UNITY_EDITOR
  29. LoadMetadataForAOTAssemblies();
  30. StartCoroutine(StartLoadAssemblyHotfix());
  31. #else
  32. var gameAss = AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "Game.HotUpdate");
  33. LoadAssemblyJustInTime(gameAss);
  34. #endif
  35. }
  36. IEnumerator StartLoadAssemblyHotfix()
  37. {
  38. LogServerHelperHttp.SendNodeLog((int)LogNode.StartLoadGameDll);
  39. //ET.Log.Debug("ILRuntimeLauncher StartLoadAssemblyHotfix");
  40. yield return new WaitForSeconds(0.1f);
  41. var dllPath = $"{LauncherConfig.DllDirHotfix}Game.HotUpdate.dll.bytes";
  42. var asset = GFGAsset.Load<TextAsset>(dllPath);
  43. byte[] assBytes = asset.bytes;
  44. var assembly = Assembly.Load(assBytes);
  45. LoadAssemblyJustInTime(assembly);
  46. GFGAsset.Release(dllPath);
  47. }
  48. void LoadAssemblyJustInTime(Assembly assembly)
  49. {
  50. //mono模式
  51. this.allTypes = assembly.GetTypes();
  52. System.Type type = assembly.GetType("GFGGame.HotUpdate.HotUpdateEntry");
  53. var method = type.GetMethod("Start");
  54. var startDel = (Action)System.Delegate.CreateDelegate(typeof(Action), null, method);
  55. startDel();
  56. }
  57. /// <summary>
  58. /// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。
  59. /// 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
  60. /// </summary>
  61. private void LoadMetadataForAOTAssemblies()
  62. {
  63. // 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。
  64. // 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。
  65. /// 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。
  66. /// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
  67. ///
  68. HomologousImageMode mode = HomologousImageMode.SuperSet;
  69. foreach (var aotDllName in AOTMetaAssemblyNames)
  70. {
  71. var dllPath = $"{LauncherConfig.DllDirAOT}{aotDllName}.bytes";
  72. var asset = GFGAsset.Load<TextAsset>(dllPath);
  73. byte[] dllBytes = asset.bytes;
  74. // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
  75. LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
  76. Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
  77. }
  78. }
  79. }
  80. }