123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 |
- 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<HotUpdateCodeLoader>
- {
- public static List<string> AOTMetaAssemblyNames { get; } = new List<string>()
- {
- "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<TextAsset>(dllPath);
- var handle = YooAssets.LoadAssetAsync<TextAsset>(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");
- }
- /// <summary>
- /// 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
- /// </summary>
- 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 = $"{LauncherConfig.DllDirAOT}{aotDllName}.bytes";
- //var asset = GFGAsset.Load<TextAsset>(dllPath);
- var handle = YooAssets.LoadAssetAsync<TextAsset>(dllPath);
- yield return handle;
- var asset = handle.AssetObject as TextAsset;
- byte[] dllBytes = asset.bytes;
- // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
- LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
- handle.Release();
- Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
- }
- }
- }
- }
|