HotUpdateCodeLoader.cs 4.0 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. public void StartLoad()
  28. {
  29. #if !UNITY_EDITOR
  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. yield return LoadMetadataForAOTAssemblies();
  39. LogServerHelperHttp.SendNodeLog((int)LogNode.StartLoadGameDll);
  40. //ET.Log.Debug("ILRuntimeLauncher StartLoadAssemblyHotfix");
  41. yield return new WaitForSeconds(0.1f);
  42. var dllPath = $"{LauncherConfig.DllDirHotfix}Game.HotUpdate.dll.bytes";
  43. //var asset = GFGAsset.Load<TextAsset>(dllPath);
  44. var handle = YooAssets.LoadAssetAsync<TextAsset>(dllPath);
  45. yield return handle;
  46. var asset = handle.AssetObject as TextAsset;
  47. byte[] assBytes = asset.bytes;
  48. var assembly = Assembly.Load(assBytes);
  49. LoadAssemblyJustInTime(assembly);
  50. //GFGAsset.Release(dllPath);
  51. handle.Release();
  52. }
  53. void LoadAssemblyJustInTime(Assembly assembly)
  54. {
  55. //mono模式
  56. this.allTypes = assembly.GetTypes();
  57. System.Type type = assembly.GetType("GFGGame.HotUpdate.HotUpdateEntry");
  58. var method = type.GetMethod("Start");
  59. var startDel = (Action)System.Delegate.CreateDelegate(typeof(Action), null, method);
  60. startDel();
  61. }
  62. /// <summary>
  63. /// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。
  64. /// 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
  65. /// </summary>
  66. IEnumerator LoadMetadataForAOTAssemblies()
  67. {
  68. // 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。
  69. // 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。
  70. /// 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。
  71. /// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
  72. ///
  73. HomologousImageMode mode = HomologousImageMode.SuperSet;
  74. foreach (var aotDllName in AOTMetaAssemblyNames)
  75. {
  76. var dllPath = $"{LauncherConfig.DllDirAOT}{aotDllName}.bytes";
  77. //var asset = GFGAsset.Load<TextAsset>(dllPath);
  78. var handle = YooAssets.LoadAssetAsync<TextAsset>(dllPath);
  79. yield return handle;
  80. var asset = handle.AssetObject as TextAsset;
  81. byte[] dllBytes = asset.bytes;
  82. // 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码
  83. LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
  84. handle.Release();
  85. Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
  86. }
  87. }
  88. }
  89. }