HotUpdateCodeLoader.cs 4.2 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. using YooAsset;
  10. namespace GFGGame
  11. {
  12. public class HotUpdateCodeLoader : SingletonMonoBase<HotUpdateCodeLoader>
  13. {
  14. public static List<string> AOTMetaAssemblyNames { get; } = new List<string>()
  15. {
  16. "mscorlib.dll",
  17. "System.dll",
  18. "System.Core.dll",
  19. "Game.Launcher.dll",
  20. "ThirdParty.dll"
  21. };
  22. public Type[] allTypes;
  23. public Type[] GetTypes()
  24. {
  25. return this.allTypes;
  26. }
  27. private void Awake()
  28. {
  29. DontDestroyOnLoad(this.gameObject);
  30. }
  31. public void StartLoad()
  32. {
  33. #if !UNITY_EDITOR
  34. StartCoroutine(StartLoadAssemblyHotfix());
  35. #else
  36. var gameAss = AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "Game.HotUpdate");
  37. LoadAssemblyJustInTime(gameAss);
  38. #endif
  39. }
  40. IEnumerator StartLoadAssemblyHotfix()
  41. {
  42. yield return LoadMetadataForAOTAssemblies();
  43. LogServerHelperHttp.SendNodeLog((int)LogNode.StartLoadGameDll);
  44. //ET.Log.Debug("ILRuntimeLauncher StartLoadAssemblyHotfix");
  45. yield return new WaitForSeconds(0.1f);
  46. var dllPath = $"{LauncherConfig.DllDirHotfix}Game.HotUpdate.dll.bytes";
  47. //var asset = GFGAsset.Load<TextAsset>(dllPath);
  48. var handle = YooAssets.LoadAssetAsync<TextAsset>(dllPath);
  49. yield return handle;
  50. var asset = handle.AssetObject as TextAsset;
  51. byte[] assBytes = asset.bytes;
  52. var assembly = Assembly.Load(assBytes);
  53. LoadAssemblyJustInTime(assembly);
  54. //GFGAsset.Release(dllPath);
  55. handle.Release();
  56. }
  57. void LoadAssemblyJustInTime(Assembly assembly)
  58. {
  59. //mono模式
  60. this.allTypes = assembly.GetTypes();
  61. //System.Type type = assembly.GetType("GFGGame.HotUpdate.HotUpdateEntry");
  62. //var method = type.GetMethod("Start");
  63. //var startDel = (Action)System.Delegate.CreateDelegate(typeof(Action), null, method);
  64. //startDel();
  65. YooAssets.LoadSceneAsync("Assets/ResIn/Scene/HotUpdate.unity");
  66. }
  67. /// <summary>
  68. /// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。
  69. /// 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
  70. /// </summary>
  71. IEnumerator LoadMetadataForAOTAssemblies()
  72. {
  73. // 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。
  74. // 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。
  75. /// 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。
  76. /// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
  77. ///
  78. HomologousImageMode mode = HomologousImageMode.SuperSet;
  79. foreach (var aotDllName in AOTMetaAssemblyNames)
  80. {
  81. var dllPath = $"{LauncherConfig.DllDirAOT}{aotDllName}.bytes";
  82. //var asset = GFGAsset.Load<TextAsset>(dllPath);
  83. var handle = YooAssets.LoadAssetAsync<TextAsset>(dllPath);
  84. yield return handle;
  85. var asset = handle.AssetObject as TextAsset;
  86. byte[] dllBytes = asset.bytes;
  87. // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
  88. LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
  89. handle.Release();
  90. Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
  91. }
  92. }
  93. }
  94. }