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							- 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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