| 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}");            }        }    }}
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